Cordova not working with threejs? - javascript

I have a game written with three.js in javascript, I am using Cordova to try to put it on the IOS and android store but Cordova doesn't seem to support webGL, and if i use a canvas renderer my game is really slow, I am thinking of trying cocoonJS.
So basically can i use three.js with Cordova and if not does cocoonJS support webGL?

It is a well-known fact that Android's web view is not accelerated to the extent of iOS or even Windows Phone 8 (it's slowly catching up though). I'm not sure what's going on with three.js and Cordova, apparently they don't get along, but CocoonJS does support WebGL in its latest incarnation. Ludei even have a demo app on Google Play. For more information, I suggest you check with Ludei support, as I'm certainly no expert.

Related

is crosswalk faster than cocoonjs

I just recently discovered cooconjs and i was excited to learn in a week or two. However i also have discovered crosswalk from intel.
Both look very promising And i have no idea which one is better for making games run faster on cellphone.
In article here: https://www.scirra.com/blog/133/introducing-crosswalk-the-new-way-to-publish-to-android it says that it is really fast and asmjs code can actually can get close to native mobile apps. If chrome now can run amsjs compatiable code faster than it should be true..doesn't cooconjs run the chrome version too but without all dom.
First of all, I have developed a game in cocoonjs and it's impressively fast.
I would recommend downloading the cocoon launcher from the app/play store.
In this app you can open DEMO apps where you can actually see what you can do with cocoonjs and how fast it is.
Secondly what cocoonjs actually did is that they built an complete own accelerated browser from scratch which has 100% focus on speed for the canvas element. This browser is not able to handle any other DOM elements its only for canvas. Nevertheless you can open an transparent webView as a overlay on the accelerated browser which can communicate in both ways. So you are actually able to build a GUI in a normal web browser communicating with the accelerated browser(probably your game) underlying. In addition you can access system functions through their javascript api and there are a lot extension ready to use like facebook/in-app purchase/ads etc all via javascript.
For more information visit http://docs.cocoon.io/

I have some confuse about javascript 3d library three.js?

I want develop some web product with using javascript 3d library
like three.js
But I heared it would use WebGL tech,the problem is I want my product would also work fine on ipad or iphone,and some moblie device,I have try it,found the pad couldn't work the demo
So it has to use WebGL?Or I have some other javascript 3d library for substitute?
WebGL is not yet available on iOS Safari, though all signs point to it being enabled at some point in the near-ish future. It can currently be turned on with some private API hacks, and performance is actually quite good, but there are some serious bugs that need fixing before Apple will enable it for general use.
I wouldn't be surprised if it made it into iOS 6, but that's just pure speculation on my part.

how to use javascript to embed flash into ios

I wonder how can i run web flash application on IOS?
Because i heard some information about Flash application can run on IOs using Javascript
But i dont know how to write javascript code to make flash run on IOs
Do you have any tutorial or resources to help me to do this ?
Thank you very much
There have been a number of attempts to get Flash onto iOS devices (converting Flash apps to iOS apps, or recreating the runtime in JavaScript) but I doubt any of the solutions would be suitable.
You’d be better off building your application in HTML5, CSS3 and JavaScript.
Apple does not support Flash on its iOS devices. Apple and Adobe had quite a nasty bust-up over this issue. And, to make matters worse, it doesn't look like its going to improve any time soon (see here). So the only thing you can do is use HTML5, CSS3 and JavaScript to develop your web apps for iOS.

Porting of JavaScript game engine to iOS platform

I already have a fully working engine, written entirely in JavaScript and I want to deploy this to iOS games. The problem is that iOS does not let JavaScript control the HTML5 audio tag so no sounds can be played. As well as this, mobile devices do not work at high-performance using the HTML5 canvas element.
Can i make JavaScriptCore from webkit to be compiled into a separate library that can be used in an iOS app so that my game engine can run inside JavaScritpCore and make calls from JavaScript to the iOS app. By making calls from JavaScript to iOS, my engine can control the output of OpenGL and OpenAL so that my engine can use native mode technologies to output the graphics and sound of the engine whilst still keeping the engine code entirely in JavaScript. Pls advise!
Cheers,
Ken

Is there an equivilent of jQTouch that covers iPhone, Android, WebOS and Blackberry OS?

I am about to start writing a web app for the latest smartphones using HTML5, CSS3 and JavaScript. I don’t need a framework so much as a library like jQuery.
I looked at jQTouch which is great for iPhone and apparently has support coming for Android too but I am looking to cover Blackberry device Software v4.6 upwards and WebOS 5 as well.
Does anyone have any ideas of alternatives to jQTouch or experience using jQTouch with Android's native browser, Blackberry's browser or WebOS native browser?
Well you probably have to use jQuery. In the beginning of October, the jQuery community will release a jQuery Mobile Version, where you can use all the advantages of jQuery within almost every mobile browser.
Check their site out: http://jquerymobile.com/
Sencha Touch is a possible alternative, but I have no idea how well it works on BB and WebOS. I'm afraid that you won't find something that works well with BB, since they have switched to a Webkit based browser only recently.
I did a project for Android and iPhone using jQTouch. There were times when I had to fiddle with the code to get it working correctly but as a whole I found that almost everything worked on iPhone and Android. Where I started having problems was that the Android browser doesn't have nearly as much support for CSS3/HTML5 (especially with animations) and the app ran much slower on android as the browser doesn't have hardware accelerated graphics. This was a while ago so hopefully it has matured a bit now.
PhoneGap seems to be a reasonable cross-platform framework that supports encapsulating web app type development into an iPhone/iOS app, as well seeming to support some of the other platforms you asked about (but I have tried it on those).
http://www.phonegap.com/

Categories