4 ms·
No offense, but something you read on Reddit that some random dude heard from "a good friend" is probably complete bullshit. Nonetheless, it's still totally be
by timdorr 17y ago
No offense, but something you read on Reddit that some random dude heard from "a good friend" is probably complete bullshit.
Nonetheless, it's still totally believable. But it probably represents almost no optimization on their end. If I can play a 3d multiplayer game over 3G for an hour without the phone crapping out, a think some vector graphics are surmountable. There just has to be a desire there. And clearly Apple doesn't desire to be supporting a proprietary standard when HTML5 does the same thing in a completely open way.
Now, we just need a Flash (the big desktop creation app) equivalent that spits out HTML5 code. Anyone working on that?
- daeken 17y ago> Now, we just need a Flash (the big desktop creation app) equivalent that spits out HTML5 code. Anyone working on that? I was just discussing this exact idea with a friend yesterday (although it's something I personally wouldn't be interested in). If done correctly, you could backend to HTML5+JS+CSS and still emit SWF for legacy support. Would certainly be interesting.
- Rawsock 17y agoGood luck making your own SWF creator or player without stepping on an Adobe patent.
- acdha 17y agoThere's no need to create a player; as far as the creator goes, Adobe's already released the free mxlmlc so you could simply generate ActionScript and let them compile it.
- deleted 17y ago[deleted]
- pronoiac 17y agoI heard about OpenLaszlo - http://www.openlaszlo.org/ http://www.openlaszlo.org/ - a few years ago, but I never got around toworking with it. It emitted Flash & Dynamic HTML.
- nzmsv 17y agoIt's pretty good. Definitely better than Adobe's tools for code. The art still has to be made in Flash though. Unless there is some compelling reason to use Flash though, open tech (like AJAX) wins every time.
- ajg1977 17y agoI call bullshit. Some of the most intensive games out there are using about 100% of the iPhones power and still get several hours of battery life. Even if the app used some pathological combination of CPU/GPU/Disk/Network resources you wouldn't get it down to 30 minutes,
- viraptor 17y agoHow do you know it uses 100%? If it has smooth animation, it most probably doesn't. It's easy to check if you're really interested - just run a typical busy loop in your app and measure the time until it the battery runs out.
- ryanpetrich 17y agowell, run a busy loop and something that works the GPU and network activity
- ajg1977 17y agoBy running Instruments and profiling them. Even if I didn't it's pretty easy to spot games that are maxing out the iPhone - dropped frames, slowdown, animation glitches,
- jsf 17y agoCheck out Atlas: http://280north.com/blog/2009/02/announcing-atlas/ http://280north.com/blog/2009/02/announcing-atlas/