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I guess most of the reasons people mention here can be summed up as platform maturity. People might hate Flash, but when it comes to game development, it's a lot more mature than Canvas+JS.

Here's another example of that maturity: on Flash platform, you have three big game engines -- PushButton Engine, FlashPunk and Flixel Perhaps there are more, but these three are pretty damn good. When I google for "javascript game engine", the top two (distinct) results are Crafty and gameQuery. Crafty looks decent, but not quite up to PushButton's level. The second engine, gameQuery is pretty much inferior to all three Flash engines I mentioned: the API is very limited and the performance of the demo is abysmal.

Mind, this isn't a 100% fair review, it's not an in-depth comparison or anything like that. It is, however, the "first glance evaluation" you'll probably get from any Flash game developer who's wondering whether they should switch to HTML5+JS.

I'm not saying we should just give up and use Flash forever and ever. I'm trying to explain why HTML5+JS is not a mature game development platform yet.




I should point out that the things provided by Flex engines like FlashPunk are builtin in HTML5's DOM, for the most part. The boilerplate of an engine isn't really required.


That's true, to a certain degree. DOM might cover the object placement, the scene graph and perhaps collision detection.

On the other hand, I'm pretty sure DOM doesn't provide a boilerplate game loop. It might sound trivial, but sorting and linked lists also sound trivial and you don't see people reinventing them on a daily basis either.


The problem is that the HTML DOM is just to slow for any game that has some action going on. And as soon as you switch to using the canvas to render your game, you're back at figuring out and implementing stuff like object collisions yourself.




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