I noticed that Cocos2d (a mobile, native engine) has a Javascript binding:
github.com/cocos2d/cocos2d-iphone/wiki/cocos2d-and-JavaScript
I was thinking that maybe, instead of accelerating the mobile games at the low Canvas calls level like AppMobi probably does, Scirra could create a special Cocos2D based runtime that would accelerate at the entity level (sprites, backdrops).
My guess is that the Cocos2d JS bindings would allow most of the JavaScript in the runtime and the plugins and behaviors to "just work". any Input or sound related javascript would have to be specially handled at the C2 runtime level, but I guess that is also a requirement in DirectCanvas. Any custom plugin or behavior that relies on canvas or webgl calls would also have to be converted, but I think that is a small percentage of the user-created plugins.
I understand that such an exporter would not have all of the plugins and behaviors of the HTML5 engine, but neither does DirectCanvas and I would think that the Cocos2d exported games would perform faster than the DirectCanvas.
What do you all think?