Apologies if this has been a recent discussion...
So, I've been trying to find ways to deploy across various platforms to include mobile. Aside from the CJS/GC/Ejecta discussion, I find that deploying to mobile (browser or CJS) yields changing results according to processor load, how modern the handset is, number of objects that instant etc. The problem as I see it is that my poor old mobile and tiny computer/phone is trying to yield 60 fps and, if it can't, it tries its best to give as close as it can at any given moment. If only I was trying to write a game of othello...
My coding must suck, because I can't seem to demand a constant load on the cpu which causes the framerate to vary, with a consequential degradation in the user experience.
As a workaround, what does everyone think to allowing the developer to set the FPS for any given game? Instead of stressing out trying to provide 60 fps (and only giving between 40 - 55 fps) my mobile would be able to relax, chill and comfortably do the required maths to render to 30 fps...
Just a thought. Am I alone?