Like it or not, HTML5 is all the rage these days. It seems like everyone, everywhere is talking about the “death of Flash” and the triumphant rise of HTML5 in its place. Many developers who would have used Flash are now considering building on top of HTML5 features like the <canvas>
tag. This got me wondering: how well supported are these features across desktop and mobile browsers? I couldn’t find any existing stats on this, so today’s article is my own report. If you write your game in HTML5, what percentage of users will be able to see it? Read on for the answers.
Posts Tagged html5
Today’s article is in response to the many requests to include Adobe AIR in the “Flash vs. HTML5” series of articles. While it’s not a browser-based competitor, it certainly is a competing platform on iOS and Android. So I’ve taken the “Stage3D vs. WebGL” test and packaged it as an AIR app. How does AIR compare? Read on to find out.
The “Flash vs. HTML5” series has covered bitmap drawing pretty well by now, but what about text rendering? Virtually every game has text in it and sometimes a lot. Quest text, name tags, button labels, tooltips, and so on combine to fill the screen with quite a bit of the stuff. So how does Flash’s text rendering compare with that of HTML5? Read on to find out!
WebGL is not ready for prime time. It’s just not available on enough of the browsers people actually use for any mass-market game to seriously target it. But what if everybody used browsers that supported WebGL right now? Would it be competitive then? Today’s article explores that question to find out just what kind of game you could make today to take advantage of HTML5 and WebGL and compares it to the performance you’d see had you gone with Flash’s Stage3D
hardware acceleration.
Flash (mostly) won the first bitmap test against HTML5 but was then defeated once rotation and scaling entered the mix. Can Flash make a comeback by leveraging hardware acceleration via Stage3D
? Today’s test finds out!
Normal bitmaps can be boring, so many games spice them up by rotating and scaling them for various purposes. Rotated characters can follow the curve of a 2D terrain in a game like Dragon, Fly!. Mario himself can scale up to huge size in New Super Mario Bros.. So today we continue the HTML5 vs. JavaScript series by testing the performance of rotating and scaling bitmaps to better compare the performance across Windows, Mac, iOS, and Android. Will Flash maintain its lead? Read on to find out.
HTML5 is all the rage and a lot of Flash developers are either curious about it or have actually made the switch. But how does its performance stack up against Flash? That is a very complicated question, so we’ll begin today with just a simple test of the speed at which a lot of bitmaps can be drawn to the screen. Who will win? Read on to find out.