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what is the best way to export html5 game to android/ios ?


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Follow up question.  How to build IOS HTML5 wrapped App without a Mac?

Intel XDK and PhoneGap solved that with cloud builds, but both are retired *.  I haven't looked at this for years, but Apple just kicked one of my apps out of the store because it "wasn't updated recently" (it doesn't need to be ahhhh!).  It was done in XDK so was basically a cloud built Cordova config.

* fwiw I do agree with Adobe that "the PhoneGap is closed", there's no need for Apps but sometimes there's a want!

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Really missing those cloud builds from old days as even for Android now it requires whole setup/updates on PC before building. There are few other alternatives to which I have found and kept ready but not used yet.



There are few more which I cant recollect now. I was expecting PhoneGap to remain but unfortunately they closed  

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I using Cordova to convert my game  to android.


But for apple store

Apple notes that

The App Store will no longer accept new apps using UIWebView as of April 2020 and app updates using UIWebView as of December 2020.


so I will switch capacitor with wkwebview


or react native webview


to convert my game to IOS

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I use Qt C++ and OpenGL ES 2.0 to build applications with 2D and 3D graphics for Desktop and Mobiles. Qt creates fast builds with small sizes because it is C++. But C++ is hard for programming and unit testing. At first step I write projects in PyQt5 and Python. I use pyBox2D and panda3D.bullet for Physics. At second step I translate projects from PyQt5 to Qt C++. At third step I rewrite projects to WebGL and TypeScript. I use glMatrix for Linear Algebra, Planck.js (it is port of Box2D) and Ammo.js (it is port of Bullet Physics). I use Python for web development using Django and I use Blender Python API for writing plugins for Blender for automation of modelling and creating of animations with bones.

I wrote a plugin for Blender that allows to import original 3D models and animations from Resident Evil. I exported it to DAE format and imported it to WebGL, Qt OpenGL and PyQt5 OpenGL. My dream is to write mini games with multiplayer with WebSockets and Node.js. Pure WebGL allows to control and understand everything. It allows to optimize for very low end devices like laptops and smartphones. I do not like to use Babylon.js, Three.js, PlayCanvas and so on, because, for example, you can spend a lot of time to understand how it works and how to optimize it.


I use bones without skinning. I have hierarchy of bones. Every object is separated object:


Skinning is very expensive for low end devices:




Edited by 8Observer8
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  • 2 weeks later...

I just created an Android Trusted Web Activity (TWA), where you define an asset links json file in your HTML game, like this:  https://drift.team/well-known/assetlinks.json

And then create an Android TWA, which looks like a real app, but it's just embedding your HTML5 game:  https://play.google.com/store/apps/details?id=team.drift

To my knowledge, iPhone doesn't have anything similiar.

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