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Re: HTML5 is NOT right tool to make mobile games

PostPosted: Wed Mar 26, 2014 12:45 pm
by UberdroidGames
Alpha footage of game mechanics, lots of particles used, independent turrets, faction AI and pathfind, game runs very well on older devices, tegra 3, samsung s3 etc.


Holy crap that's awesome! I've been working on a game kind of like that called Captain Zero for a long time but it's on the back burner... Time to put it on the front burner I guess!

Re: HTML5 is NOT right tool to make mobile games

PostPosted: Wed Mar 26, 2014 12:59 pm
by Aurora Australis
EddyDingDongs wrote:So much for all that ranting i've been hearing on these forums about performance not being good enough, maybe stop testing on a 5-year old phone and buy a newer one, my tablet was $288 at Officeworks brand new.

Don't you think this is a little obnoxious?

Just why should people throw out perfectly working phones every year or so, just to make you happy?

Re: HTML5 is NOT right tool to make mobile games

PostPosted: Wed Mar 26, 2014 1:53 pm
by Ashley
Lots of mobile games are bottlenecked on GPU performance, so faster logic (e.g. using C++ instead of Javascript) would not improve the framerate. With the WebGL renderer, the GPU is used pretty much identically to how a native engine would use it.

Re: HTML5 is NOT right tool to make mobile games

PostPosted: Wed Mar 26, 2014 2:03 pm
by szymek
@Ashley

did you test Airscape demo on your computer? On mine, 1.5 years old dual core AMD (+ AMD GPU, actual drivers) it's not 100% smooth :)

also what is actual Scirra suggestion for iOS?

Re: HTML5 is NOT right tool to make mobile games

PostPosted: Wed Mar 26, 2014 2:39 pm
by TGeorgeMihai
Joannesalfa wrote:
  • It’s slower than native code by about 70%
  • It’s slower than x86 C/C++ by about 50%
  • Every competent mobile developer would waste a great time thinking about the memory performance of the target device.
  • Javascript is too slow for mobile app use in 2013. If we get new devices were built in 2014, it may be better but Javascript looks "faster as native" in 2020.

  • Of course native code will be always faster than other codes, but do you have the time and resources to develop and optimize you app for different operating systems ? Also there will always be some compatibility issues (since is not a standard like HTML5 wants to be).
  • With devices these days having over 1GB RAM , I don't think it will be a big problem.
  • Even LowEnd smartphones (DualCore Cortex-A9, 512MB RAM) can run most of the HTML5 games constant at over 45 FPS. The user doesn't care how the game was made if it works good.
The only real issue that I see is that HTML5 eat more battery (and resources) then native code.

Re: HTML5 is NOT right tool to make mobile games

PostPosted: Wed Mar 26, 2014 4:16 pm
by Fimbul
@Ashley:

Interesting to see how the discourse changed over the years.

Now people are complaining about "unplayable framerates" with 1000 sprites, webGL effects and physics enabled on two year old phones.

Used to be that the mobile situation was:and those limits counted even for state-of-the art phones

I for one am glad no time was wasted making native exporters.

Edit: changed "don't use webGL" to "no mobiles support WebGL yet"

Re: HTML5 is NOT right tool to make mobile games

PostPosted: Wed Mar 26, 2014 4:32 pm
by Ashley
I never said "don't use WebGL", my advice has always been to leave it enabled! :)

Hopefully asm.js physics runs well on modern mobiles too.

Re: HTML5 is NOT right tool to make mobile games

PostPosted: Wed Mar 26, 2014 5:26 pm
by katzin
Sorry guys im very very new on this.

I bought personal edition of construct because i wanted to create a game for mobile phones and now im reading this?

I read the complete post and i understand that html5 for mobiles is not the best if the game have tons of processing, but if the game is simple it works fine even for a 3 year old phone right?

I was afraid when i read the tittle, if like i said before is right could someone edit the first post to clarify this important thing so the new people reading don't get afraid?

Thanks and regards,

Re: HTML5 is NOT right tool to make mobile games

PostPosted: Wed Mar 26, 2014 8:49 pm
by Yann

Re: HTML5 is NOT right tool to make mobile games

PostPosted: Wed Mar 26, 2014 9:47 pm
by alvarop
@katzin Yes, I've made simple games that play nicely on my old phone... I think OP is taking about bigger games, such as RTSs and RPGs ...

The market for mobile games, in my opinion, if very different from the PC or console one. Games on mobile tend to be a bit more simple. This is not an absolute rule, but you know...

I'd say, with your personal license you're good to go. I'm not expert, but this is what I can tell from my experience.
One thing, though, there seems to be a problem when game starts. It takes it 2-3 seconds to get to full speed. But I think this might be an old Crosswalk issue, not related to CS.