News for hackers. Stuff that matters.
Re:Impact JavaScript Game Engine for iOS by jws on Monday October 11, 2010 @10:29AM (#1779809)
Summary: Technology demo wherein the author takes a Javascript game, runs it as an App (no browser) using OpenGL instead of <canvas> and the Javascript interpreter already in the iPhone for the drawing and gets 60fps.

• The Javascript interpreter interface used is considered private and thus the app can not be distributed in the store.

• There is a history of private to public interface transitions, so perhaps…

• It suggests you could have all the game code be common between a web and a higher performance app version of a game.

• No word in the article about what percent speedup this represents.

Re:Impact JavaScript Game Engine for iOS by phoboslab on Monday October 11, 2010 @11:09AM (#1779938)
The speedup is substantial, at least in this case. Biolab Disaster has to draw lots of small 8x8 pixel squares (about 500 for each frame) to produce the background map - which seems to be awfully slow in the iOS browser.

Running in the browser, I had about 10 frames per second as noted in my previous blog post: http://www.phoboslab.org/log/2010/09/biolab-disaster

Re:Impact JavaScript Game Engine for iOS by jawngee on Monday October 11, 2010 @11:44AM (#1780039)
You can bundle the JavaScriptCore with your iOS and be legal for the app store, you just can't use the private API.
Re:Impact JavaScript Game Engine for iOS by dstein on Monday October 11, 2010 @11:31AM (#1780002)
This sounds like some really, really great stuff. As it is, canvas in Safari/IOS is simply too slow to make any fast action game in JavaScript.
Re:Impact JavaScript Game Engine for iOS by albertzeyer on Monday October 11, 2010 @12:38PM (#1780220)
On the homepage of the game, he says that the web version runs with about 12FPS on the iPhone. So he got about 500% speedup by this.