On 06/19/2015 01:17 AM, "Ola Fosheim =?UTF-8?B?R3LDuHN0YWQi?= <ola.fosheim.grostad+dl...@gmail.com>" wrote:
On Friday, 19 June 2015 at 04:18:59 UTC, Joakim wrote:
Think about that.  Once you're writing your app in WebGL/webasm, what
are you really gaining over just making it a mobile app for
iOS/Android, both of which support OpenGL/asm? ;)

1. You write one app.

- Want asm on Android? Woops, many different configurations.
- Want asm on iOS? Woops, no more, moving to LLVM.
- New version of iOS? Gotta update the app to stay fresh.


Seriously? Web is just as bad.

Form factors and web standards compliance both vary wildly, rendering it "write once, TEST everywhere". That's all the more true if you go all HTML5, web-as-an-applications-platform.

2. Instant access. Direct load from advertisment-link.


If by "instant" you mean "this web 'app' leaves my mobile browser completely unresponsive for up to a full minute every time I tap a link, every time I use it".

3. No update procedure, no lingering messed up version.


A lot of native apps have seamless updating, too. Ex: The browsers themselves. And webdevs do occasionally mess up caching.

4. No AppStore-related censorship/constraints.

5. No extra fees.


True (for modern mobile), although that really isn't anything inherent to "native app", as proven by desktops/laptops and pre-iOS mobiles like PalmOS. Plus, so called "side-loading" is seriously freaking easy on Android.

Those days are gone.  The dynamic model of HTML5, where pages are not
even the organizing principle anymore, means they need to rethink the
entire model.  But I see no evidence that anybody is doing so, simply
piling more stuff on top.

Polymer, web components.


Exactly. Piling more stuff on top. ;)

http://www.quirksmode.org/blog/archives/2015/05/tools_dont_solv.html

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