I purchased ImpactJS after picking the "Creating HTML5 Games" book about it. I was really surprised with the quality of the toolkit and how responsive the developer is. I think it was the best investment I made this year and I can't wait to release some games.
I'm very happy with impact. It's well designed and easy to extend. After quite a bit of exploring different frameworks and engines (including writing my own), I think impact is my long term game dev solution.
This guy is a hacker in the truest sense, I read a blog post over a year ago about him tinkering away on this. It didn't seem he'd take it this far. It's a great achievement and I'm glad he's been insightful enough to keep it free.
Any plans on making it usable without XCode? (or a Mac, for that matter.)
Since the users just write javascript code, as long as you give them a way to insert that code into an app, they wouldn't really need to use the XCode build system at all (I know, app store rules would need to be addressed...)
That the canvas API is implemented with OpenGL is very impressive. CocoonJS [1] (a similar project for Android, as noted in the comments below) seems to have taken the same approach.
On a completely tangential note, given that the main desktop browsers now sport hardware accelerated canvas implementations, is there a performance difference in 2D graphics rendered with canvas vs. WebGL?
Yes. I wish we could use the JIT – it would make computational heavy stuff way faster. Most games however aren't performance bound by computation, but by drawing. Not having the JIT isn't as bad as it may seem.
This project is very much iOS specific. It's written in Objective-C and uses JavaScriptCore (Apple's JS engine). So porting this over to Android would be a lot of work.
Really great work! One question belonging to this, do you know how to used 4x5 ColorTransform Matrices with JavaScript and WebGL/OpenGL? I can't find anything about this on the I-net.
[+] [-] phoboslab|13 years ago|reply
I also wrote about some implementation details of the Canvas API and the challenges with OpenGL in my blog:
http://www.phoboslab.org/log/2012/09/ejecta
[+] [-] mrspeaker|13 years ago|reply
[+] [-] evmar|13 years ago|reply
[+] [-] soapdog|13 years ago|reply
[+] [-] city41|13 years ago|reply
[+] [-] unknown|13 years ago|reply
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[+] [-] programminggeek|13 years ago|reply
[+] [-] firlefans|13 years ago|reply
[+] [-] drcode|13 years ago|reply
Since the users just write javascript code, as long as you give them a way to insert that code into an app, they wouldn't really need to use the XCode build system at all (I know, app store rules would need to be addressed...)
[+] [-] imaffett|13 years ago|reply
[+] [-] dj2stein9|13 years ago|reply
If he could to get this to work as an Android project it could be used to build games for OUYA.
[+] [-] TazeTSchnitzel|13 years ago|reply
[+] [-] wwweston|13 years ago|reply
If only there were some popular write-once run-anywhere VM, we could pretty easily get away from this weird document-oriented web thing forever.
[+] [-] erichocean|13 years ago|reply
[1] https://github.com/erichocean/blossom
[+] [-] jaipilot747|13 years ago|reply
On a completely tangential note, given that the main desktop browsers now sport hardware accelerated canvas implementations, is there a performance difference in 2D graphics rendered with canvas vs. WebGL?
[1] http://ludei.com/tech/cocoonjs
[+] [-] spot|13 years ago|reply
[+] [-] kevingadd|13 years ago|reply
[+] [-] phoboslab|13 years ago|reply
Also, JavaScriptCore recently features a new "low level interpreter" – still not as fast as the JIT, but way faster than it was a few month ago: http://wingolog.org/archives/2012/06/27/inside-javascriptcor...
[+] [-] killahpriest|13 years ago|reply
[+] [-] arturadib|13 years ago|reply
http://documentup.com/arturadib/node-five
Glad to see someone had the same idea for iOS :)
[+] [-] dsirijus|13 years ago|reply
What about the support for Android, any plans for that?
[+] [-] phoboslab|13 years ago|reply
But have a look at CocoonJS; it's cross platform (but closed source): http://ludei.com/tech/cocoonjs
[+] [-] kylebrown|13 years ago|reply
For iOS, an added benefit of is that JavascriptCore uses Nitro, unlike UIWebView.
[+] [-] wklauss|13 years ago|reply
https://vimeo.com/45506217
Neat in any case. Looks like a nice implementation.
[+] [-] SunboX|13 years ago|reply
[+] [-] matthuggins|13 years ago|reply
[+] [-] tlrobinson|13 years ago|reply
[+] [-] icemelt8|13 years ago|reply
[+] [-] vicapow|13 years ago|reply
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[+] [-] grimboy|13 years ago|reply
[+] [-] phoboslab|13 years ago|reply
Also try loading this in Mobile Safari and compare it to the video: http://www.phoboslab.org/crap/bezier/
[+] [-] acron0|13 years ago|reply
[+] [-] rabidsnail|13 years ago|reply
[+] [-] antidaily|13 years ago|reply