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> > lwgames
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> > You are seriously doing something wrong if you cannot get a flappy clone to work great on mobiles.
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> > Took me 4 hrs to do a flappy clone with my own art: https://play.google.com/store/search?q= ... apps&hl=en
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> These games are all using CocoonJS, which is currently the only way to get good performance on mobile devices in many cases. But of course CocoonJS is coming with its own bag of problems. That's probably why Scirra is promoting the use of Crosswalk, which doesn't do anything to speed up HTML5 games compared to just using the mobile Chrome browser. Which may be relatively fast, but can in no way rival the real thing. So I think it's fair to say that there is indeed still a general performance problem with HTML5.
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Actually, my most complex game is done with Crosswalk via Intel XDK, because CocoonJS falls on its face with big games with lots of assets (450MB loaded into memory!!)
<== flawless on older phones with a 1ghz dual-core and 512mb ram.
Crosswalk actually runs smoother/faster than CJS as it is, the only downside is its lack of Ad/IAP support, but its a temporary downside from what — is saying.
Yes, we have lots of room for improvements but as it is, you can create great games with the functional parts. Will you be able to make whatever you want run great on mobiles? Heck no. Figure out what works and what doesn't and optimize.
Sorry, but in my experience it's simply not true that Crosswalk runs faster than CocoonJS. Crosswalk does simply perform like the mobile Chrome browser would, while CJS is accelerated and can actually reach native-like performance in otherwise hopeless cases.
Your game may work good with Crosswalk, but it's also not crucial for that type of game to have smooth 60 fps or anything close to that. Don't get me wrong, I do like Crosswalk, but I also like to stay realistic about the way it performs currently.