That's a great idea for getting the most out of your dev efforts (and hitting the maximum number App Stores ;) - but do you end up with a lot of "conditional code"?<p>edit: ah, missed the internal link - it's explained in more detail: <a href="http://blog.greweb.fr/2011/06/automating-web-app-development-for-multiple-platforms/" rel="nofollow">http://blog.greweb.fr/2011/06/automating-web-app-development...</a>
If you are developing for iOS, you could also package your game with a more "native" wrapper, like my iOSImpact[1] instead of PhoneGap. This has better performance (OpenGL graphics instead of the browser view) and perfectly working sound with all the same source code as the web version.<p>[1] <a href="http://www.phoboslab.org/log/2011/04/ios-and-javascript-for-real-this-time" rel="nofollow">http://www.phoboslab.org/log/2011/04/ios-and-javascript-for-...</a>
I'm continusly impressed by the progress of Javascript recently and WebAppBuilder does look like it took a lot of hard work. BUT... quality cross-platform-automated-build-100-appstores-deployable unicorns are still fantasy. It might work for simple games, like the one in your example, but add a serious physics engine and sprites in there and too much creativity and such frameworks become more pain than help. Web is still high-level and hard to compete with platform specific optimizations and low-level APIs. Especially in a creative world like game development.<p>I have heard so many times friends/colleagues dreaming of apps which you write once and deploy it on everything. Can we please put a stop to these stories and take the time to build quality games, rather that get rich quick fart apps?
Google cache: <a href="http://webcache.googleusercontent.com/search?q=cache:http://blog.greweb.fr/2011/07/same-game-gravity-technical-notes/&hl=en&strip=1" rel="nofollow">http://webcache.googleusercontent.com/search?q=cache:http://...</a>
It's great to see a real-world writeup of cross-platform development using HTML5. One question: I tried the app on Android, and it looks pretty much identical to the web version, so -- success. However, the animations seem very slow and chunky -- I'm guessing less than 10/frames second, sometimes significantly less, even though the game is very simple visually. Is this an inherent limitation of HTML5 animations on Android? What about other mobile platforms (e.g. iOS)?