How to get started on mobile development

Lennart Sorensen lsorense-1wCw9BSqJbv44Nm34jS7GywD8/FfD2ys at public.gmane.org
Thu Aug 8 19:04:32 UTC 2013


On Thu, Aug 08, 2013 at 02:09:55PM -0300, Mauro Souza wrote:
> I took a better look on their site, and found this:
> "Native speeds on iOS and Android
> iOS and Android production games built on top of OpenGL for maximum
> performance
> When you’re ready to launch your game, run a single command to package
> either iOS or android binaries ready for upload to the Google Play Store or
> Apple’s App Store.  Your game will run at native speeds, taking full
> advantage of the powerful GPUs and CPUs in modern smartphones.  We’ve
> handled all the differences between iOS and Android for you."
> 
> Looks like you develop your game/app/demo using html5/javascript, and the
> SDK compiles it on a native format. It will not run javascript on the
> mobile device.

Well that's sounding rather unlikely.  Also openGL doesn't solve
everything a game needs.

I also think javascript is a dreadful language to work in.

I see them using node.js in the devkit, and it certainly does not have
native performance, and neither does v8 in chrome or whatever they end
up using on iOS.

For simply games, it probably runs fast enough to work, but certainly
means using a lot more CPU and battery life than the same game written
natively would.

-- 
Len Sorensen
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