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Last year I was building web games* with Phaser. To better support iOS, I just changed the renderer to `canvas` when an iOS user agent was detected. In the end,
by ChrisAntaki 7y ago
Last year I was building web games* with Phaser. To better support iOS, I just changed the renderer to `canvas` when an iOS user agent was detected. In the end, the games worked pretty well on iOS devices.
*Games I worked on: https://livegame.show/play/ride_v3 https://livegame.show/play/ride_v3 | https://livegame.show/play/pewpew_v6 https://livegame.show/play/pewpew_v6 | https://livegame.show/play/bubbleshooter3 https://livegame.show/play/bubbleshooter3
I will say though, Apple does seem to almost purposefully hold back the web on iOS. I suppose this makes native iOS apps, which must pay Apple 30% of their revenue, more appealing to users. On iOS, the Firefox and Chrome apps aren't allowed to include their own browser engines. They have to just wrap Safari webviews.
On Android, the Firefox app is allowed to include it's own browser engine. An engine that supports adblocking extensions like uBlock Origin.
- fingerlocks 7y agoI think this is an issue with phaser. I’ve also made a bunch of web games with various frameworks, and webGL works fine on iOS in many other contexts. The js port of cocos2d is webGL compatible on iOS.