My 'weekend project' Oryol allows to compile and run the same C++ and 
shader code on emscripten, PNaCl, and as native code on other platforms 
(iOS, Android, OSX, Windows, Linux -including RaspberryPi) with support for 
several 3D APIs (GLES2/WebGL, OpenGL, D3D11, D3D12, Metal and soon-ish 
Vulkan), and also provides unified input and audio support (audio is 
lagging behind on some platforms though). Data is loaded from web servers, 
but other online-features you mentioned are not implemented (user auth, 
etc...).

Design focus is to remain 'bloat free', e.g. full game clients shouldn't be 
bigger than 1..3 MBytes (currently all samples, including an 8-bit 
home-computer emulator are well below 500 kByte).

I want to support some sort of cross-platform networking layer in the 
future which would allow to connect web and native game clients to the same 
server backend, but that'll be some way out.

I would not currently recommend it for a 'real world' project that needs 
API stability though.

Have a look here: 

- samples page: http://floooh.github.io/oryol/

- voxel demo: http://floooh.github.io/voxel-test/

- 8-bit home computer emulator: http://floooh.github.io/virtualkc/

Cheers,
-Floh

Am Donnerstag, 24. März 2016 23:13:52 UTC+1 schrieb Reuben Scratton:
>
>
> Does anyone know of, or, is anyone working on mobile app frameworks that 
> could be used with Emscripten? I see Qt has desktop apps covered but I'm 
> interested in kits that will enable the creation of 
> as-close-to-native-as-possible apps for iOS and Android.
>
> In a similar vein, for Emscripten to reach what seems like it's full 
> potential I'd expect future mobile versions of Firefox etc will perform 
> some of the services that App Stores and mobile OSes do for native apps 
> today: user authentication, secure transactions, app-to-app communication, 
> cloud sync, etc. Is anyone working on or thinking about that aspect?
>
> Many thanks!
>

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