28 ms·
Would be nice to see some benchmarks. I can't see how this could be faster than just running it in Safari. In Safari you get access to far faster javascript jit
by RyanZAG 13y ago
Would be nice to see some benchmarks. I can't see how this could be faster than just running it in Safari. In Safari you get access to far faster javascript jit than you do in the embedded app js engine. The app itself just translates the javascript canvas calls into objc calls to the core graphics.. which is what safari's canvas does anyway? Is the extra level of indirection through safari enough to compensate for slower jit? Plus it's a lot harder to compile this than it is to put a js game on the web.
Needs benchmarks to be able to make any decisions.
- ttuulari 13y agoOne strong point for Ejecta is webGL support. Safari doesn't support webGL.
- Revex 13y agoCheck again. Ejecta doesn't support webGL.
- phoboslab 13y agoNot true. Ejecta has been supporting WebGL for a while now. It was announced in this blog post: http://impactjs.com/blog/2013/05/ejecta-1-3 http://impactjs.com/blog/2013/05/ejecta-1-3 If you're doing WebGL stuff, I would encourage you to get the current Ejecta dev version from Github, instead of the last release version. There have been a lot of WebGL related bugfixes since: https://github.com/phoboslab/Ejecta https://github.com/phoboslab/Ejecta
- pjmlp 13y agoNative is really the only way to go for serious graphics programming on mobile devices, specially given the sore state of mobile WebGL.
- phoboslab 13y ago(Ejecta dev here) Ejecta uses OpenGL ES 2 for Canvas, not Core Graphics. The default demo that comes with Ejecta[1] runs with 60fps on the iPhone4S. Just try it in Mobile Safari. Even Desktop Browsers struggle with this. Of course it's a contrived benchmark, but it still makes a point, I think :) There are also a lot of other reason to use Ejecta. If you _want_ to distribute your App in the AppStore, the alternative is to use a WebView framework such as PhoneGap, which can't use JIT either. That said, the raw JavaScript performance is rarely the bottleneck for games - most of the time, drawing is. [1] http://phoboslab.org/crap/bezier/ http://phoboslab.org/crap/bezier/
- mamcx 13y agoHi, sorry to hijack the thread. What JS chart tool play well with ejecta in iOS? You know?
- sanxiyn 13y agoEjecta seems to use OpenGL to implement canvas. WebKit (thus Safari) does not do that, and there is significant performance gap there. Company 100, Inc. maintains a patch to WebKit that use OpenGL to implement canvas. It is not yet merged, but I have tried it and it is significantly faster than stock WebKit for game scenario. So I have no trouble believing Ejecta is faster. http://www.dorothybrowser.com/portfolio/canvasgl/ http://www.dorothybrowser.com/portfolio/canvasgl/