(edit: this sounds a little negative... what i mean is, pointing to a really slick html5 game on the app store would make selling the book a lot easier)
(edit: this sounds a little negative... what i mean is, pointing to a really slick html5 game on the app store would make selling the book a lot easier)
HTML5 game development on Android is a performance nighmare. Even if it was true that v8 was used in Android Browser or Android WebView (it isnt), it doesnt matter, it is the horrible draw performance that is the bottleneck (both canvas and css translate3d).
There are some CocoonJS games in the store, you can see some here: http://ludei.com/games CocoonJS will give your HTML5 game native performane.
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.
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.