Oh looks like there's a second edition coming out at some point http://www.amazon.com/dp/1466560010
Can we please just keep producing game binaries for the desktop where it actually runs like it's meant to? /rant
Here's a live sample (that you can edit in real time) - http://joelmartinez.github.io/flatredball-js/#rain
It's not as much about reinventing things in JS, it's about exploring what is possible in that environment. I'm not a huge fan of the "compilers" that just take an executable and compile it to JS ... I'm more going for a "native web" experience.
Writing games in any language is fun, so by all means keep doing what you enjoy. :)
But let's not forget all these problems JS implementations see have already been solved extremely well on the desktop.
The very fact that we're seeing so much html/js game dev (including games packaged with a browser as native apps)says it all. Game developers don't pick up a language/platform lightly, if they're making games for it, it's a good choice.
However, regarding mobile platforms, you can forget all I've said.
However, it is the big studios that should not push to this platform. They had compile-time guarantees, insane ecosystem, known performance tradeoffs. And now some of them want a huge pile of (as in million+ LOC) game engine running on top of a broken scripting language. And for what in exchange? So that the installer's gone and assets are delivered on demand? MMOs have been doing this for years on the desktop.
In short, if you do it for fun, please use whatever feels good. If you do it for the money, please do your research and don't make my browser freeze -- I'll just go to Kongregate where the former publishes their games.
We are? Games that make money? Most games may not need the raw speed of native, but they do need the raw latency. If a game is being programmed in a garbage collected language you're gonna have a bad time.