Show HN: Ejecta, A Fast, Open Source JavaScript, Canvas Implementation for iOS
impactjs.com
impactjs.com
I also wrote about some implementation details of the Canvas API and the challenges with OpenGL in my blog:
Since the users just write javascript code, as long as you give them a way to insert that code into an app, they wouldn't really need to use the XCode build system at all (I know, app store rules would need to be addressed...)
If he could to get this to work as an Android project it could be used to build games for OUYA.
If only there were some popular write-once run-anywhere VM, we could pretty easily get away from this weird document-oriented web thing forever.
On a completely tangential note, given that the main desktop browsers now sport hardware accelerated canvas implementations, is there a performance difference in 2D graphics rendered with canvas vs. WebGL?
http://blog.tojicode.com/2012/07/sprite-tile-maps-on-gpu.htm...
Also, JavaScriptCore recently features a new "low level interpreter" – still not as fast as the JIT, but way faster than it was a few month ago: http://wingolog.org/archives/2012/06/27/inside-javascriptcor...
http://documentup.com/arturadib/node-five
Glad to see someone had the same idea for iOS :)
What about the support for Android, any plans for that?
But have a look at CocoonJS; it's cross platform (but closed source): http://ludei.com/tech/cocoonjs
For iOS, an added benefit of is that JavascriptCore uses Nitro, unlike UIWebView.
Neat in any case. Looks like a nice implementation.
Also try loading this in Mobile Safari and compare it to the video: http://www.phoboslab.org/crap/bezier/