Good news! The Gospel of HTML5 games and animations

Source: Internet
Author: User

This year basically faded out of the development of COCOS2D-JS, more focused on ordinary H5 applications, as well as their own Fanvas components (http://code.tencent.com/), do canvas animation.

However, recently looking back at WebGL news, found two great things.

One, that is, with the rich, the street with the iphone 6, 6s people more and more, iOS 9 coverage is also getting higher. What does iOS 9 mean? Represents a strong support for WebGL AH.

In addition, there are good news on Android. Android in H5 this piece has been keeping up with the times, or is accurate to keep up with the times of the domestic Android handset manufacturers, the slow upgrade Android 5, 6, basically 4.x version. And 4.x is not actually Google's son, the inside of WebKit to H5 support is very bad, of course, including not support WEBGL. Do the front-end development of students should be affected by their harm, of course, including myself.

Today, with the Director of communication, I heard that QQ browser 6.2 has joined the Blink chromium kernel (may not be accurate), support WebGL. This is a big deal! Installing in Android 4.X systems can also support WEBGL, though not that it runs very efficiently, but at least a notch more efficient than canvas animations.

In addition, there is a heavy news, and mobile phone QQ will be updated in the year after the latest QQ browser kernel, which will mean, to the time/hand Q directly open a game link, you can use the WebGL.

Relative, Egret engine, COCOS2D-JS official out of the so-called runtime, may be native WebGL comes more pure, do not need any additional conditions can use GPU acceleration. I know about the runtime of the Egret engine, and I was excited to try it, and found that I had to apply for a whitelist, and eventually I had to publish the game on some of the apps (for example, play), isn't that a joke? This is not our pursuit of the H5 game!

You are welcome to come and watch the good news.

Finally, a few pictures to celebrate.

1, Millet 3,android 4.4.4, run 3d scene.

2, using the WebGL and canvas 2d two cases of rendering efficiency comparison. (Is the canvas 2d, is WEBGL, frame rate is obviously higher grade, particle system effect is also better)

Demo Address: http://kenkozheng.github.io/cocos/hungry_hero/index.html (However, if you open it directly, the default is to use only canvas 2d mode, Because the COCOS2D-JS engine specifies this mode, the engine code needs to be modified slightly to start WebGL on Android)

Good news! The Gospel of HTML5 games and animations

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