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by rogueSkib 3495 days ago
OP - I've been working with the Game Closure team on the HTML5 devkit for quite a while now, and we have yet to find an engine that gets better performance out of 2D JS games on native. The view hierarchy, rendering, and animation are written in both JS (web builds) and C (native builds), connected by a Java Android stack and an Objective-C iOS stack. The docs are a bit out-of-date but the tech is really powerful. It supports WebGL and canvas rendering in web builds, but there's no 3D support yet.

Github: https://github.com/gameclosure/devkit Docs: http://docs.gameclosure.com/

1 comments

Does Game Closure provide / require you to use its own game engine, or just provide a canvas-compatible rendering context?

I'm trying to improve performance of my ImpactJS-based game on Android, but none of the other canvas reimplementations I've played with (e.g. Cocoon, Crosswalk) are meaningfully more performant than a regular old web view.

If Game Closure will let me drop my existing canvas-based game into an optimized canvas context, a la Ejecta on iOS, I'd be super interested in checking it out. The docs are making it hard for me to figure out what it actually provides.

That would be tough; the accelerated piece in native is mostly coupled to the JS API - specifically the view hierarchy and animations. It's pretty straightforward to port games to it though, and it's generally easy to pick up and move fast. The easiest way is to take a look at some example code. Here's a game I built for the Global Game Jam 2015. Cheers!

Source: https://github.com/rogueSkib/orcrun Playable: http://rogueskib.github.io/orcrun/

Is that supposed to control via the arrow keys? Seems to not respond to keyboard input on my machine (macOS 10.12.1, both Safari and Chrome)
Oh no, it's just swipes. We were designing for mobile, and desktop suffered O.o