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HTML 5 Asteroids

dougmcinnes.com

21–27 of 27 posts

Re: HTML 5 Asteroids

#24

Cool. But the game is very sluggish and almost non playable on iPad. I wish these html5 games were built with some consideration for iPad. Anyway, i really appreciate the effort. One step closer to a flash-less web.

Maybe the iPad should be built with some consideration for the web? The web shouldn't be built with consideration for a single device. The game is HTML5. Fine. The iPad obviously has performance issues with that. That's the iPad's problem. Apple didn't want Flash, they wanted HTML5 and standards. Now they have to pony up. But no, the iPad should conform to standards, and support those standards. If the iPad is not ca…

I agree with both you and the parent. One of the problems with many sites is the expectation that there is a (dedicated) keyboard on the device that is browsing.

I think when one designs something like this, take cognizance that more and more devices have virtual keyboards.

Re: HTML 5 Asteroids

#26

Cool. But the game is very sluggish and almost non playable on iPad. I wish these html5 games were built with some consideration for iPad. Anyway, i really appreciate the effort. One step closer to a flash-less web.

I recall one of Jobs' major points against Flash was not providing support for touch-based interfaces. Here we have a clearcut example that the tool you use (HTML5) does guarantee you anything in the final product.

On a contrarian note, a cross-platform game framework here could perhaps provide for remappable controls and performance tuning. This same cross-platform framework is labeled by Jobs as a threat to Apple's marketshare.

Perhaps Apple should not be so quick to bludgeon developers with claims of The One Best Way to the exclusion of all others.

Re: HTML 5 Asteroids

#27
post #10

Works very well with Opera too.

Yep. Over here, Opera 10.53 on Linux, on an Athlon X2. Uses about 75% of one of the CPUs. I'm impressed that I can hold any combination of the game-playing keys, and it doesn't falter (thrust + turn + fire). The framerate holds, and everything looks and behaves smoothly, with great responsiveness.
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