Show HN: From Zero to the Appstore - My ebook on HTML5 mobile games
11–20 of 21 posts
Re: Show HN: From Zero to the Appstore - My ebook on HTML5 mobile games
#12For example, take your home page: "You’re interested in making games or other interactive HTML5 apps, but you don’t quite know were to start and what you will need to accomplish that."
That should be "where", not "were".
Re: Show HN: From Zero to the Appstore - My ebook on HTML5 mobile games
#13Earlier quoted context omitted.
You are probably right! Good point, I should probably add that to the page. There are some CocoonJS games in the store, you can see some here: http://ludei.com/games CocoonJS will give your HTML5 game native performane.
I think you need to rethink your terms. Native performance is wrong, javascript (unless it's like asm.js or something) will never be "native performance". All CocoonJS is, is just a OpenGL layer with html/css/javascript support. And while it is faster then just flat out using JSC. It is not faster then c/objective c + opengl. There have also been several reports of CocoonJS actually being slower then UIWebView. A sim…
Re: Show HN: From Zero to the Appstore - My ebook on HTML5 mobile games
#14In my experiments, canvas performance on iOS devices is horrible, and especially with Phonegap... it takes from 100..200 ms to draw a single frame, crazy... Try opening iPad http://funwithhtml5.com/source/reportCanvasBug.html and try to rotate iPad and see how from 1..2 ms per frame it goes to 200ms per frame. I am playing right now with Ejecta which translates JavaScript to ObjectiveC, and then I get a very good spe…
Re: Show HN: From Zero to the Appstore - My ebook on HTML5 mobile games
#15Re: Show HN: From Zero to the Appstore - My ebook on HTML5 mobile games
#16has anyone had success with an html5 game on ios? it seems viable for android (v8 yay!), but i haven't been satisfied at all with javascript performance on iOS. maybe for something that's turn-based and doesn't require slick transitions? (edit: this sounds a little negative... what i mean is, pointing to a really slick html5 game on the app store would make selling the book a lot easier)
HTML5 game development on Android is a performance nighmare. Even if it was true that v8 was used in Android Browser or Android WebView (it isnt), it doesnt matter, it is the horrible draw performance that is the bottleneck (both canvas and css translate3d).
Re: Show HN: From Zero to the Appstore - My ebook on HTML5 mobile games
#17Earlier quoted context omitted.
I think you need to rethink your terms. Native performance is wrong, javascript (unless it's like asm.js or something) will never be "native performance". All CocoonJS is, is just a OpenGL layer with html/css/javascript support. And while it is faster then just flat out using JSC. It is not faster then c/objective c + opengl. There have also been several reports of CocoonJS actually being slower then UIWebView. A sim…
That is not entirely correct - UIWebView canvas rendering is far behind OpenGL layers like CocoonJS, Ejecta or directCanvas(AppMobi) in terms of performance - the difference however is, that those tools are able to ONLY render canvas-contents, so you are not really able to render any HTML5 forms, input ect... but that's not what canvas-games are about.
ALl I'm getting at is saying "native performance" is not correct. In a world where even 2-3 FPS can mean a usable game or a not usable game. I think the terminology matters a lot.
But you should still recommend people to using those solutions, just don't pass them off as something they are not.
Re: Show HN: From Zero to the Appstore - My ebook on HTML5 mobile games
#18Looks like it has some good info, but you need a copy editor. If I'm going to shell out $30 for a book, I don't want to see typos and strange run-on sentences. Those sorts of things make the book much harder to read. For example, take your home page: "You’re interested in making games or other interactive HTML5 apps, but you don’t quite know were to start and what you will need to accomplish that." That should be "wh…
For example...
The canvas is a native HTML-element that can be used to draw and alternate images and render its output to an HTML document. Drawing-methods can be accessed directly through the context of the canvas, however EaselJS will add a layer of abstraction to the canvas by automatically handling all drawing calls so that all you have to do is placing the images and calling stage.update().
"so that all you have to do is >placing"that can be used to draw and >alternateand"The Stage is >so to say< the bottom-most container." That doesn't make any sense to me, I'm Canadian so maybe it is a saying elsewhere but I've never heard "is so to say".
Re: Show HN: From Zero to the Appstore - My ebook on HTML5 mobile games
#19In my experiments, canvas performance on iOS devices is horrible, and especially with Phonegap... it takes from 100..200 ms to draw a single frame, crazy... Try opening iPad http://funwithhtml5.com/source/reportCanvasBug.html and try to rotate iPad and see how from 1..2 ms per frame it goes to 200ms per frame. I am playing right now with Ejecta which translates JavaScript to ObjectiveC, and then I get a very good spe…
Re: Show HN: From Zero to the Appstore - My ebook on HTML5 mobile games
#20Earlier quoted context omitted.
That is not entirely correct - UIWebView canvas rendering is far behind OpenGL layers like CocoonJS, Ejecta or directCanvas(AppMobi) in terms of performance - the difference however is, that those tools are able to ONLY render canvas-contents, so you are not really able to render any HTML5 forms, input ect... but that's not what canvas-games are about.
It still uses Javascript. Native OpenGL+ObjC/C (done correct) will always be faster. All it really is, is better performance then UIWebView as it doesn't have all the webcore/kit stuff. ALl I'm getting at is saying "native performance" is not correct. In a world where even 2-3 FPS can mean a usable game or a not usable game. I think the terminology matters a lot. But you should still recommend people to using those s…