In my experiments, canvas performance on iOS devices is horrible, and especially with Phonegap... it takes from 100..200 ms to draw a single frame, crazy... Try opening iPad <a href="http://funwithhtml5.com/source/reportCanvasBug.html" rel="nofollow">http://funwithhtml5.com/source/reportCanvasBug.html</a> and try to rotate iPad and see how from 1..2 ms per frame it goes to 200ms per frame.<p>I am playing right now with Ejecta which translates JavaScript to ObjectiveC, and then I get a very good speed, no matter how I rotate the screen.
Looks like it has some good info, but you need a copy editor. If I'm going to shell out $30 for a book, I don't want to see typos and strange run-on sentences. Those sorts of things make the book much harder to read.<p>For example, take your home page:
"You’re interested in making games or other interactive HTML5 apps, but you don’t quite know were to start and what you will need to accomplish that."<p>That should be "where", not "were".
has anyone had success with an html5 game on ios? it seems viable for android (v8 yay!), but i haven't been satisfied at all with javascript performance on iOS. maybe for something that's turn-based and doesn't require slick transitions?<p>(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)
I'm guessing this book is more about the process than the actual coding aspect, given its length (129 pages)? Though I do like the prototype and the fact that the OP came from AS3/Flash into this, which hopefully provides some interesting perspective.