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I think you need to rethink your terms. Native performance is wrong, javascript (unless it's like asm.js or something) will never be "native performance". All
by dubcanada 14y ago
I think you need to rethink your terms.
Native performance is wrong, javascript (unless it's like asm.js or something) will never be "native performance".
All CocoonJS is, is just a OpenGL layer with html/css/javascript support. And while it is faster then just flat out using JSC. It is not faster then c/objective c + opengl.
There have also been several reports of CocoonJS actually being slower then UIWebView. A simple google search for "cocoonjs performance" returned several issues.
- olsn 14y agoThat is not entirely correct - UIWebView canvas rendering is far behind OpenGL layers like CocoonJS, Ejecta or directCanvas(AppMobi) in terms of performance - the difference however is, that those tools are able to ONLY render canvas-contents, so you are not really able to render any HTML5 forms, input ect... but that's not what canvas-games are about.
- dubcanada 14y agoIt still uses Javascript. Native OpenGL+ObjC/C (done correct) will always be faster. All it really is, is better performance then UIWebView as it doesn't have all the webcore/kit stuff. ALl I'm getting at is saying "native performance" is not correct. In a world where even 2-3 FPS can mean a usable game or a not usable game. I think the terminology matters a lot. But you should still recommend people to using those solutions, just don't pass them off as something they are not.
- olsn 14y agoOkay, I agree with that - I'll change that :)