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I was running a huge flash-based game site at the time and was able to test it on the dev Android Chrome plugin. The touch mapping was bad but there was clearly
by noduerme 3y ago
I was running a huge flash-based game site at the time and was able to test it on the dev Android Chrome plugin. The touch mapping was bad but there was clearly a way evolving around it (which worked well within a year for releasing AIR-based mobile games). To satisfy my own curiosity about performance, in 2010 I wrote my own JS/canvas engine[0] that was highly performant given the limitations of the JS engines at the time, and tested their frame rates side by side on the same interactive animations. Flash outperformed, but it ate more battery. I think in the end that was the reason Jobs decided to nix it.
It is tragic, mostly though because the Flash workflow was so great for working with animators and artists as you were refining 2D game assets. Along with the whole Away3D and Starling ecosystems leveraging GPUs it was extremely performant in ways that JS engines still can't quite touch, and there's nothing similar in terms of cross-platform deployment now (pixijs and threejs are both great, but they aren't integrated into a package non-coder designers can work with and you still can't compile them to a single piece of bytecode that runs anywhere).
[0] https://strikedisplay.blogspot.com/?m=0 https://strikedisplay.blogspot.com/?m=0
- andrepd 3y agoReading this thread has been unexpectedly depressing.