The buzzword HTML5 includes several raising technologies for usage inside the Browser. They allow us to do several things cross-browser, like building 2D web games. But due to their asynchronous implementations across different platforms, it is not that easy to create a high performance web application.
To take the lycheeJS game stack even further, the lycheeJS-ADK (App Development Kit) was introduced, using a custom V8 with OpenGL bindings and data types for interactions. It allows a high-performance environment for running 2D or 3D games and it also allows native builds, such as cross-compiled builds to Android, Linux, Windows, Mac OSX and other platforms. Many other platforms are also deliverable via the engine stack itself, such as iOS via WebView (due to disallowed JIT runtimes) and Windows 8 Metro. Of course, the lycheeJS stack theoretically runs in all Web-Browsers if it can draw via DOM Images, HTML5 Canvas or WebGL.
The talk will primarily handles the evolution of the game engine stack, how it evolved and what issues came up with different parts of the APIs. There will also be several examples showing how to use the cross-platform GLUT (freeglut) bindings to implement high level Polyfills like setInterval or setTimeout that are available in the v8 native builds and platform/v8gl inside the lycheeJS game stack.