Ejecta

Dev tools

javascript canvas runtime for ios

SHOW HN2012

Ejecta

A Fast, Open Source JavaScript, Canvas Implementation for iOS

impactjs.com

#javascript canvas#ios games#html5 games#opengl#javascriptcore

190points
45comments
#82of 1,677 in 2012
Top 5%of 2012 by points

How HN took it

MixedNo clear lean

9 positive, 10 neutral or asking, 0 mixed, 2 critical, out of 21 comments about the project. Thread score +0.23.

Idea: 3 for, 2 againstPerformance: 1 for, 0 againstExecution: 1 for, 0 against

The thread, comment by comment

Each row is a top-level comment and its replies, in HN's order. Select a cell to open that comment on HN.

positive neutral or mixed critical about another commenter or something else the maker

What HN said

What people liked

  • Fast rendering; 1000 sprites at 60fps on iPhone 4S

    From 1 comment
    • I haven't done any formal benchmarks. A quick test with 1000 sprites runs with 60fps on the iPhone4s. Also try loading this in Mobile Safari and compare it to the video:…
      phoboslab on HN
  • Impressive Canvas-on-OpenGL approach

    From 1 comment
    • 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…
      jaipilot747 on HN
  • Maker is a hacker and does great work

    From 2 comments
    • 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…
      firlefans on HN
    • I used Impact two years ago on something and I was so impressed with the API simplicity and power (not to mention the fact that it ran very well). This guy does great work.
      yesimahuman on HN

Objections

  • JIT unavailable on iOS, which may slow JavaScript

    From 3 comments
    • Isn't JS performance going to suffer if it's using a custom build of JSC that can't JIT?
      kevingadd on HN
    • Native iOS doesn't have JIT
      killahpriest on HN
    • JSC as used by an app store app does not use Nitro. As the post stated, JSC is a private framework and the only way to use it in an approved app is to import the source into your…
      jevinskie on HN
  • Only works on iOS, no Android support

    From 2 comments
    • Pretty cool. What about the support for Android, any plans for that?
      dsirijus on HN
    • 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. But have…
      phoboslab on HN

Requests

  • Android support

    From 2 comments
    • Pretty cool. What about the support for Android, any plans for that?
      dsirijus on HN
    • This looks like a great way to build iOS games in HTML5. If he could to get this to work as an Android project it could be used to build games for OUYA.
      dj2stein9 on HN
  • Usable without Xcode or a Mac

    From 1 comment
    • 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…
      drcode on HN
  • Browser version

    From 1 comment
    • I want this in the browser. Throw away the DOM, and let's just have canvas and JS. Skip loading any HTML or CSS. It would be great.
      TazeTSchnitzel on HN

Questions

  • Are there actual benchmarks?

    From 1 comment
  • Canvas vs WebGL performance on 2D graphics

    From 2 comments
    • 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…
      jaipilot747 on HN
    • webgl can be much faster because you can draw many primitives with one call. there's a lot of overhead from js down to gl.
      spot on HN

Alternatives named

  • CocoonJS

    From 2 comments
    • 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…
      jaipilot747 on HN
    • Reminds me of CocoonJS (basically the same idea, also support for Android but closed source). https://vimeo.com/45506217 Neat in any case. Looks like a nice implementation.
      wklauss on HN
  • DirectCanvas

    From 1 comment
    • DirectCanvas from appMobi (I work there) is based on iOS impact (and enhanced) - http://www.appmobi.com . No need for a Mac or XCode.
      imaffett on HN
  • Blossom

    From 1 comment
    • That's pretty much exactly what Blossom[1] is; there's no need to write HTML or CSS. [1] https://github.com/erichocean/blossom
      erichocean on HN
  • Game Closure

    From 1 comment
    • Cool. This sounds a bit like Game Closure (http://gameclosure.com/)
      tlrobinson on HN
  • Node-Five

    From 1 comment
    • Interesting! I created Node-Five with a similar goal in mind (low-level graphics and audio from the HTML5 spec): http://documentup.com/arturadib/node-five Glad to see someone had…
      arturadib on HN
  • Corona

    From 1 comment
    • I was curious about that too. With android support, it would be a good alternative to Corona (use js instead of Lua). For iOS, an added benefit of is that JavascriptCore uses…
      kylebrown on HN

Category, keywords, summaries and labels on this page were made by AI (Thread Reader v2) and not checked by hand. Each point links to the comments it came from.

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