gles.js - a lightweight WebGL renderer for Android

  • I understand your logic perfectly. To me though the problem is not that there's a thrid party involved, which in unavoidable, rather the fact that the main focus of the third party is not gaming performance, cause let's face it, google or apple don't care if there a bit of jank every 30 secs on a web site/page, but for a game that is a totally different story.

    > Ashley: I know you're probably sick of me pointing to this, but I would really love for you to read these two articles and then tell me if this is not a technology worth considering


    Given the number of people here criticising us for "depending on third parties too much", I am extremely wary of adding any additional technology dependencies in to the C2 workflow. Even if Haxe works pretty well, we could still get shafted by compiler bugs, missing features and unoptimised parts that kill the performance. In particular I think Stencyl got burned by some of these types of issues. I'd rather stick with HTML5 - it may not be perfect, but it's improving fast and has some huge players backing it, such as Microsoft and Google.

  • ? This is a test post.

    Ok, so back to the topic. So what can the dev of gles.js do to make his lightweight renderer work with C2? And how much work will this entail on both parties?

  • I don't think the big boys care about HTML5 gaming performance. Maybe Intel does because they're kind of a minority trying to get a slice of the mobile CPU market and need to back something disruptive, but I'm talking about mobile OS makers who control the keys to their platforms. I think they believe it's not a good idea to make this perform natively because let's face it, they have developer and app ecosystems they are profiting from themselves that's big money: it's really against their own interest to make this work NOW. There's always tomorrow, but it's never a priority for today because why would they if it will cause less developers to use their tools? The big mobile players (helped in part by noisy HTML5 "activists") fucked over Flash because HTML5 (rolls eyes), second, the fact is, the Flash SWFs flying around are an actual threat to their own app eco systems at the time when Flash was quite popular, and third (which they used for their legit defense) are cons against running unoptimized (and maybe unsecured) Flash code in mobile devices like being batteries leeches. What's the matter with running Flash on mobile phones? I want Flash on my phone to run some of those creations but I have to settle for workarounds to make it work especially in Android 4.4+. And remember when Facebook went gungho with HTML5 as a mobile app a few years back and then scrapped it and went native because it sucked bad? It might not be primarily because of HTML5, but its snail pace development may be due to the fact about what I mentioned earlier: there's no incentive to make it work and make it work well now - maybe sometime tomorrow... or when I'm a skeleton.

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  • This isn't gles.js related, but some good news about MS: ... rocks.html

  • I'm surprised I've never seen this before. It's amazing!

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