Discuss link: High Performance Mobile Game Development in HTML5 (blog.asadmemon.com)
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6-10 fps seems rather low, even for standard canvas drawing. My duck hunt game unoptimized for mobile devices gets on average 20 fps with firefox and it has roughly 1.5 layers of rendering. This is on my LG 2x running Android 2.3 cyanogenmod, which is fairly old. Granted, 30 fps is the ideal target with 2 layers of rendering, but browser devs are making good progress so that we don’t have to use 3rd party libraries or develop native web apps.
I posted up an old WIP game of mine called Gemz you can check out here. This one runs at about 40fps. I just customized it for my Android. Dunno how it will look on other screens, but it’s a good proof of concept I think.
Also, Firefox 23 for Android now supports WebGL too, which is awesome. I haven’t done a lot of tests yet since it complains at all of my 3D shaders; however it’s able to render my UI framework pretty well. In time, I imagine that will solve all performance issues.