I have an HTML5 game running in desktop web browsers using WebGL. Obviously HTML5 and jscript can be built out to the mobile platform, but then what happens to the WebGL code?
I assume WebGL doesn't work very well in mobile apps.
Then how do you use OpenGL in mobile HTML5? Is there a jscript binding to OpenGL ES?
Thanks
EDIT: Just to be clear I am talking about native installed mobile apps not browsers. As in using something like PhoneGap
Nicol,
appMobi has integrated WebGL into its iOS and Android native wrappers, giving roughly 10x performance boost for HTML5 canvas drawing. appMobi is similar to PhoneGap, in building a native "wrapper" that your HTML5 lives inside, with a JS API that lets your game access all of the operating system functions. Here's a page describing the acceleration, which we call directCanvas. http://www.appmobi.com/index.php?q=content/directcanvas-accelerates-html5-game-performance
Hope this is helpful!
Roy
I assume WebGL doesn't work very well in mobile apps.
What does you make think this? WebGL has been based on OpenGL-ES 2.0, which is the OpenGL-ES profile supported by most mobile devices out there. So WebGL maps nicely to mobile devices' GPU capabilities. It's more a question of browser suppport, than performance.
Related
Is it possible to control camera exposure compensation from ActionScript?
it is! Therefore you need to use a ANE (Adobe Native Extension).
I found one for iOS here https://code.google.com/p/diadraw-air-camera-native-extension/ and maybe this https://github.com/freshplanet/ANE-ImagePicker (supperts iOS and Android) serves for your purpose as well.
Cheers
As far as I'm aware this sort of finer hardware control needs more access to the camera than flash plugin in a web page will have.
You'd be able to do it with a native extension in an AIR application but not with the flash plugin. Though I haven't seen any for desktop cameras, I imagine the hardware is even more variable than Android and would be a big endeavour. Definitely are a few around for Android/iOS (diadraw and I've done one myself for http://distriqt.com/native-extensions#camera).
But for the flash plugin I think you'll be limited to the controls in flash.media.Camera.
I have developed a game with easeljs for HTML5 Canvas.
the game is a single HTML5 page with canvas and a lot of javascript.
All this time I tested the app on iOS Safari (iPad3 iOS7) with 40~50 fps via a local server.
when I packed in a xcode app with phonegap, it becomes incredible slow near to 10fps..
I noticed the same behaviour when I added the page to homescreen.
There is any way to make make a good performance with html5 canvas app games for ipad (iOS7)?
Don't use Phonegap. Try CocoonJS!
Ok, I found the solution for this.
The actual phonegap implementation uses default webViewer, which is quite slow. Ludei (www.ludei.com) has a great solution for HTML5 canvas high performance games, CocoonJS. It works great on iOS and Android, there is not for WindowsPhone. However there is no need for it on Windows Phone 8. Windows Phone 8 has the highest native HTML5 canvas performance I ever seen.
so Don't use Phonegap. Try CocoonJS!
I have to develop a website of a residential building project. The client asked me to embed an interactive 3D view of the model project into the website. The model must be interactive and all available flats color different from the already booked flats. And on hovering the mouse on it, the details will be fetched from the database and will be displayed outside the 3D view.
Thats the whole scenario. Now I need some guidance or an starting point that which 3d library should I use. Because it must be compatible with all major desktop and mobile browsers and no external plugin required.
I have searched on Google and found some libraries:
WebGL
three.js
But I don't know which one will be suitable for the project. If any other most supportable library exists, please inform me. Or just give me a way to start.
WebGL itself is not a library, its the technology that is used by libraries like three.js etc.
Without any knowledge on 3D programming you should take a library like three.js or microsofts babylon.
it must be compatible with all major desktop and mobile browsers
WebGL is not supported by IE < 11 and also the only mobile browser that supports webgl is chrome on android that just recently became the standard browser on android >= 4.4 (KitKat) so has a rather low coverage.
Also (stock)iOS has no app supporting webgl.
I'm thinking about developing HTML5 game to compile it with PhoneGap Build. I'm interested in the Android, iOS and Blackberry platforms. What I want to know is how can I handle different device resolutions with HTML5, what engine/framework is better for this? And are there any other things I need to know about developing a cross-platform app? BTW, for my game I don't need any native things like camera, accelerometer or anything like that, only touch controls.
Our product, a desktop app, is composed of a ton of HTML5 and JavaScript together with a thin platform-specific layer that is basically a WebKit shell. Since this is much the same strategy as a framework like Appcelerator Titanium, and we waste way too much effort on this custom WebKit shell code, we were hoping to switch to Titanium or a similar framework to handle that for us.
However, such a switch would be much more compelling if we could pick up a nice modern JavaScript engine in the process. Like Titanium, we're currently on JavaScriptCore, which sucks (they still don't have Function.prototype.bind!). We'd take either V8, for speed and modernity, or Rhino, for yummy JavaScript 1.7/ECMAScript Harmony features.
Does anyone know of a framework for building desktop apps with HTML5 that uses either of these engines? Or some way of making either work with Titanium that will be very little effort? I saw the v8_titanium and rhino_titanium projects on GitHub, but see no mention of them anywhere else, or any documentation on how to use them. And the Adobe AIR WebKit page has nothing encouraging either.
Node-webkit is just about done being ported to use cef3. https://github.com/rogerwang/node-webkit/tree/cef
To follow up on this, we've just published binaries for all 3 platforms at https://github.com/milani/appjs | http://appjs.org. That's Chromium and Node, provided as a package that works out of the box with no configuration cross platform.
I think you could count Mozilla XULRunner as "app framework". It's more like embedded Firefox than framework, though.
https://developer.mozilla.org/en/xulrunner
It's much much more complex and powerful than Adobe AIR or Titanium.
We ended up on Chromium Embedded, which is a bit rough around the edges but definitely gets the job done.
You can use Adobe AIR to build HTML5 desktop apps.
AIR uses the webkit engine:
http://help.adobe.com/en_US/AIR/1.5/devappsflex/WS5b3ccc516d4fbf351e63e3d118666ade46-7ec1.html
See also:
http://help.adobe.com/en_US/AIR/1.5/devappshtml/WS5b3ccc516d4fbf351e63e3d118666ade46-7ecc.html