> I had to quit just one game because of the performance, but because I was using a lot of graphics in HD
>
Lots of HD graphics is a classic case of hitting the GPU fillrate limit, which is a hardware limitation. This is exactly what I was talking about: you seem to think it's HTML5's fault and that a native engine would be faster, but it would still have the same hardware limitations. It's entirely possible this type of game would perform exactly the same in a native engine - no faster at all. This adds to my skepticism when people ask that we develop a native engine. It is not a magic bullet that makes existing hardware any better than it is.
well, I'm not so much expert about hardware and something like that... but about the logic of programming I'm good...
the project was this:
The problem of the html5 I think is the memory management and how the browser load all of the game... the browser have to load everythings... for example, I tried to make the same project in other software (not with all the logic, just graphics and platform gameplay) and works fine...
when you have to load 600mb of picture, the browser start to have some problem...
anyway, I know the html5 in the future will be better, a lot more, and the tecnology need to be better, and the most user who have the same problems, is because how they made the game...
another project I made with cocoonJS, works very well, and I load a loot of sprite with a very good graphics, and In my iphone5s run in 60 fps...