ryanspice wrote:
Just curious how stable your framework is under multiple platforms? Is it possible to develop an app that runs consistently from platform to platform?
I've been working on a little bit of a html5 framework my self. My focus is being able to create an app that scales and adapts based on web browser and device, I'm just wondering how you compensate for mobile devices and the such.
Also, do you have a list of supported devices?
There is no such thing as automatic scaling in gamvas. It is time based, so your game runs independent of the FPS the device is capable. It tries to run at 60 fps (actually the browser tries to) but when it falls below, the game itself will run at the same speed, but FPS will drop. What you could do is once fps dop below a certain value for lets say 1 or 2 seconds, you could yourself disable perfomance critical things like particle effects or unnecessary scrolling layers.
Another problem with cross platform would be the screen resolution. Gamvas is canvas based and therefor pixel oriented, i guess the best way to handle different device resolutions would be to set the canvas with a certain pixel size, e.g. 640x480, and then use stylesheets or better javascript (for maintaining the aspect ratio) to scale the canvas to whatever the device is capable of.
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My projects:
Gamvas Web - html5 canvas game framework|
sge2d - C/C++ 2D SDL game framework