CocoonJS Core 2.1.1 Bugfixes release

We have been working during the last weeks on solving some issues that some of you have reported through the forums and we have just pushed them to production. You already have this bugfixes available if you are compiling with CocoonJS Core version 2.1.1 in the cloud. Launcher had also been pushed to AppStore and PlayStore and will be available any time soon.


– Fixed touch status error when the application shows a dialog.

– Audio bug when handling an audio interruption on iOS (notification center, calls, …).

– Fixed depth buffer and stencil buffer creation bug on some Android GPUs.

– Added iPhone 6 Launch images to support full iPhone 6 resolution.

– Fixed error when receiving notification payload when app is not running on iOS.

– Fixed error sending multiple local notifications in Android. Only the last one was received.

– Fixed WebGL method glCompressedTexSubImage2D bug when using compressed textures.

– Fixed bug when loading base64 images in WebGL.

– Fixed Android bug when using “./” in APP_STORAGE references.


We are still working on some other fixes so you can expect another bugfixes release some time soon.

Thanks for sending us bug reports, that is really helpful to keep on improving CocoonJS and make it a better product. If you still have any error that is bugging you, please report us using the bug report template:


Thanks for using CocoonJS!

iOS 8 support added to the CocoonJS Cloud Compiler

After the official iOS8 release on September 17, 2014, we are proud to announce that the iOS 8 support integration is now completed and ready to use in the CocoonJS Cloud compiler for both CocoonJS and Cordova compilations.

iOS8 support is available for all the supported CocoonJS versions at 2.0.1 and all the available Cordova versions. We are removing CocoonJS 2.0.0 support after this update.

Regarding the CocoonJS Launcher, an iOS 8 ready version is under review by Apple and will be available in the AppStore in the next weeks. In the meanwhile, remember that you can still use a Custom CocoonJS Launcher.

So you can start compiling and uploading your apps and games to the Apple AppStore with iOS8 support now!

JavaScript Emulators

Here at Ludei we are always trying to be aware of all cool technologies, frameworks and products out there. Recently, we have bumped into a couple of curiosities: JavaScript bases emulators. An emulator is a piece of software that emulates a piece of hardware. In this case, and as CocoonJS has a strong emphasis on games, we have been playing around with game console emulators. We have found these interesting projects (among others, check out the end of this post):

  • Miracle: A Sega Master System emulator in JavaScript and HTML5
  • JSNES: A Nintendo Entertainment System emulator in JavaScript and HTML5.
  • JSSMS: A Sega Master System emulator/compiler in JavaScript and HTML5.

Since the eruption of HTML5, javascript based game emulators started to make more sense. You need to think that any emulator will have to work on a pixel level and the HTML5 Canvas element, finally provides this functionality for a web browser based app. We were curious to see if some of these JavaScript based game emulators would work inside Canvas+. As Canvas+ is not a full browser, just a couple of simple modifications on some DOM related code made them both to work. We have also added a virtual joystick to be able to play on a touch base mobile device (thanks Austin to the GameController project from As we mentioned, this has been just a curiosity as the JavaScript performance is not good enough on a mobile device to make these projects playable (it is nothing related to graphics but to the JavaScript based emulation). Only JSSMS, as it is taking a different approach by compiling emulated code into JavaScript, has improved performance, but still, overall performance depends on the underlying JSVM and hardware among other factors.

Here is a video (as said, performance is not great due to JS emulation, not graphics):

We have found other interesting projects we haven’t have time to play around with still.

  • A great list of JavaScript Emulators by Frederic Cambus.
  • JSMESS: Still a beta work in progress Emscripten port of the MESS emulator to JavaScript. This ambitious project aims to have hundreds of device emulators on the web.
  • XNES: A Super Nintendo emulator in JavaScript and HTML5.
  • JSLinux: A Linux Machine boot and command line emulation in JavaScript.

Enjoy this retro-experience! 😉


Ludei is looking for 3 beta testers in Europe

Have a love or passion for HTML5 and games? Just looking for something fun to do? An exciting opportunity awaits!

Our HTML5 technology is booming and every day we constantly have more games to test. We decided to reach out to all of those who are interested in participating in this amazing project.

We will select 3 people to test our games for 2 hours a day at our office in Bilbao (Spain).

The only requirement is that candidates must have experience playing on mobile devices. We’ll provide the mobile devices and gamer accounts.

If you are interested in this project or know someone who wants to participate, send us an email at indicating what your top 3 favorite games are, your experience playing mobile games and which mobile devices you normally use. We’ll respond ASAP!

Please feel free to reach out to us with any questions you may have!

We look forward to hearing from you!

HTML5 Gamepad API support in CocoonJS (Android, OUYA, NVIDIA Shield)

Ludei is happy to announce that from the release of the current version of CocoonJS (1.4.4) we have included support for the highly anticipated and repeatedly requested gamepad API support. The W3C has a work draft for a gamepad API specification. Modern desktop browsers are starting to support it (as usual, in their customized fashion way, check out Chrome and Firefox) but there is no trace of supporting it on mobile browsers so far (have checked on Chrome mobile and the NVIDIA Shield modified system browser, if I am wrong, please, let us know). Ludei’s gamepad API support is available for Android at the moment, but as Apple has released their gamepad API for iOS along with iOS 7, we are planning to support it soon (stay tuned!). But what does supporting the gamepad API mean?

* First of all, it means you can use the HTML5 gamepad API in your JavaScript code. You have it available in the CocoonJS Launcher App for Android by default from version 1.4.4+. For the cloud compiler, we have added an option check to add it.

* Android 4.0+ enabled devices have game controller support, so you will be able to connect a gamepad to your device and control your game with it.

* The OUYA console is an Android based system that got lot of attention thanks to their Kickstarter project. As a console for home/TV entertainment, it provides game controllers and as it is based on Android, Ludei is offering OUYA export/support thanks to the gamepad API.
* The NVIDIA Shield is a handheld console from NVIDIA that is also based on Android and thus, also supports game controllers thanks to the gamepad API.
Long story short, any Android device that can manage game controllers, will benefit from the CocoonJS acceleration, ease of export and now, the HTML5 gamepad API.

We are providing a new demo in our catalog (just available on the Android CocoonJS Launcher App) to show the basics on how to use the gamepad API. As with all the other demos, we provide the full source code of the demo. We also have added an optional CocoonJS extension file to provide with an easier way of accessing the buttons and axes in the gamepad API.

Also, please, check the gamepad extension checkbox on the CocoonJS cloud compiler. You can activate it for any Android compilation you make (for GooglePlay). We have also added a specific compilation for OUYA that automatically includes the gamepad API.

We are eager to see what you guys are able to do with this new feature/API. We think that HTML5 supporting gamepads is another step forward to show that web technology is ready for gaming. Ludei is doing its best to help make it a reality, specially on mobile.

And, hopefully soon… also available on iOS!!!


Some additional resources:

WebGL is here to stay (and change the game)

With the new release (1.4) from Ludei, the first version of our WebGL implementation is made available for both iOS and Android. This is a historic moment: the first time developers can deploy native applications to multiple markets using WebGL to develop their games. But let’s clarify this so there are no confusions:

  • A lot of developers know that Android has WebGL support in the newest available browsers (like Google Chrome, Mozilla FireFox, etc). This is true, and actually it is great news for the HTML5 and WebGL community. But there is no default browser, and more importantly no Android WebView (the stock component to develop native apps using web content), that supports WebGL and thus, there is no way to deploy an app to the markets that supports WebGL. Moreover, even if there was a way, it would be only available for the latest update of the operating system and as we all know, Android is hugely fragmented. This is what Ludei is providing: a cross-platform WebGL implementation that allows native application development from Android 2.3 and above and iOS 4.3 and above.
  • Tons of developers think that WebGL is for 3D only, but we think that in truth, WebGL is a very convenient way of accessing low level graphic capabilities from web technologies. In this sense, WebGL could be used for both 2D and 3D game and app development offering a much more powerful approach both performance-wise and features-wise. Thanks to shaders, amazing new effects can be developed in WebGL now that were both impossible or really slow to do using the 2D context of the HTML5 canvas.
  • WebGL support is going cross-platform: Microsoft’s Internet Explorer was the last major browser vendor that was missing WebGL support but recently, they have announced they are adding support in the next releases.
    New platforms like FirefoxOS and Tizen have the best WebGL implementations we have seen so far on mobile. This shows that WebGL is strong among the web development communities and that it will have means to grow stronger. The more platforms that support it, the more content that will be available using it. We really hope Ludei can help on this with the release of our technology.
  • Rendering is just the tip of the iceberg. In fact, plenty of 2D based games engines out there seamlessly support both 2D canvas and WebGL (some of them even have CSS fallback!). So the main thing to make a game or an app successful is not how many polygons you are able to render or how fast you can do it. Of course it is important, but Ludei offers this out of the box for both Canvas and WebGL. What it makes a game successful is both the gameplay and the features surrounding it like social network integration, notification systems to get users engaged, not very intrusive but smart monetization systems, multiplayer support, etc. All these features are also available in the Ludei platform, making it easier for developers to focus on designing and deploying their creations to different markets using a single code base.

This is why we think WebGL could take a big part on the way we approach game development for the web.

Happy WebGL testing everyone. We really hope you enjoy our platform and services!



Ludei asked our developers to share their stories with us — describe the blood, sweat and tears that went into creating your game, and the inspiration behind it. The first game that caught our attention was created by one of the youngest developers using the Ludei platform. At 14, most kids are spending their afternoons doing homework and playing Xbox; Maxmillian Polhill however is doing homework and developing mobile games under his own company, Xavier Games. The young prodigy has spent the last year developing an intergalactic adventure known as Stellar Alien, a physics-based arcade-style game starring Starbli, a young alien on a quest to save all the stars in the universe! Stellar Alien is available now in Google Play, and will be released in the Apple and Amazon app stores in the next coming weeks. Ludei spoke with the young developer to learn all about his process:

At what age did you start developing games?

I started my first game Stellar Alien when I was 13 years old. Before I developed Stellar Alien, I would practice my programming by cloning classic games such as Ping Pong in HTML5/JavaScript.

Why did you choose to build your game using HTML5?

At first I was going to develop the game in Java or Python because those were the programming languages I knew at the time. But, there was a lot of talk about HTML5 development and I was very curious to know what the buzz about.  I did some research and I liked the idea of using open web standards to make games instead of browser plugins. After a couple of months of teaching myself about HTML5/JavaScript from online resources like MDN (Mozilla Developer Network), GitHub, and, I felt confident enough to write a game in JavaScript.

What benefits do you see in developing with HTML5 vs. Native?

One of the benefits of developing in HTML5 would be coding in JavaScript, although many would probably disagree with that. I find JavaScript to be really quick and dirty, which makes it great for prototyping games but it can also be used for finished and published games. Another benefit is that HTML5/JavaScript code is very portable as opposed to porting your native code to other platforms.

How did you find out about Ludei?

I visited a JavaScript Game Development meet up almost a year ago when I lived in Seattle Washington. Ludei was giving a talk on their native wrapper CocoonJS. Stellar Alien was at an early development stage at the time and I had previously used a native wrapper in the past, but I was not pleased with the performance. While I was skeptical about CocoonJS, they showcased some cool demos at the meetup on an Android Tablet running at 60 FPS and explained what CocoonJS was doing well and I was impressed.

What is your inspiration behind Stellar Alien?

Astronomy has always been an interest of mine. I play a lot of games that are related to space so making a space game seemed natural for my first game. Stellar Alien started out with me playing with Box2D, an open source physics engine. I made a physics simulation of a planet with a “gravitational pull”  and a rectangle flying in space. I realized it was pretty hard to get the rectangle out of the planet’s gravitational pull and decided to make an actual game based off of that.

Do you plan on developing more games under Xavier Games?

Yes I plan to have a couple more games published this year. I’ve been prototyping some game concepts focusing on Brain & Puzzle in HTML5/JavaScript.


Click here to check out Stellar Alien now, and keep a look out for more releases from Max and Xavier Games!


Additional interviews of Max:

Game Fiends

Fierce Developer

Gamer Cheese– just added!


The latest version of our CocoonJS launcher and cloud compiler is now available in Google Play.

The launcher has many new exciting features and improvements including:

  • WebGL support is now available! Publish your 3D games and apps to iOS and Android devices for the first time!  Click to see our video for more info.
  • Convenient 1-click Publishing to 5 App Stores — bundles generated for: Apple, Google Play, Amazon, Chrome Store, Pokki
  • Improved Configuration Options for the Ludei Cloud Compiler
    • Easily activate/deactivate specific features
    • Configure Extensions using simple forms
  • Updated Third Party SDKs — advertisements, social integration and in-app payments
  • Improved Resources Management
    • Homogenized process for loading assets and better local file loading process
    • Images have a CocoonJS-only function called “dispose” that synchronously frees the video memory of the underlying texture so developers have the finest control over memory management
  • Improved Audio Implementation that supports more HTML5 features
    • Improved webview support allowing you to develop HTML5 web apps while still having all our extensions available to monetize and make your game or app successful
  • And much more!!

We are still pending approval from the Apple App store, so check back daily for the iOS debut of CocoonJS 1.4!

More info in the CocoonJS 1.4 release notes.

Ludei Secures $1.5 Million in Funding

Ludei to Scale Engineering and Meet Demand for its HTML5 Multi-Platform Development Solutions 

San Francisco – June 26, 2013 – Ludei, the only HTML5 platform that brings native performance and features to mobile developers, today announced that it has received $1.5 million in funding from Spanish venture capitalists Kibo Ventures and Vitamina K, as well as several angel investors. Ludei, based in San Francisco, CA, will use the new capital to expand its JavaScript/HTML5 engineering team to meet growing demand from major technology and entertainment companies.

“This funding further validates our approach to HTML5 development,” said Ludei CEO Eneko Knorr. “HTML5 has taken a lot of criticism in recent years, and it’s true that on its own, it performs poorly on mobile. But our team and the world-class developers using our platform are proving every day that with the right support, HTML5 is ready for primetime, and we’re positioned to take on the biggest players in the app industry.”

More than 6,000 developers, including three of the top 20 game publishers in the world, are using the Ludei Platform to power HTML5 applications with the speed, complexity and features normally reserved for native applications. More than 500 games have been developed using the Ludei Platform and include ScribbleMix, Lunch Bug, Bubble Soccer and Rhino Hero. Ludei is the only solution in the world to support WebGL on every iOS and Android device, and with the new capital Ludei is pushing beyond game development to bring its platform to all app developers. Ludei supports every major mobile and Web market, including new platforms like Ouya and Tizen.

“Major publishers are recognizing the value of multi-platform development with HTML5, and the Ludei team has positioned the company to lead this new wave of HTML5 development,” said Aquilino Peña, founding partner of Kibo Ventures. “Fragmentation in the mobile market has made it very difficult and expensive for developers to develop, monetize and market their applications across multiple platforms. Ludei enables developers to code once and publish everywhere with native-like features, so they can maximize their reach and profits.”

Ludei’s initial funding came from Knorr, a serial entrepreneur who sold his previous company to Telefonica before founding Ludei. Today’s announcement brings Ludei’s total funding to $4.5 million.

Additional Coverage

Tech Crunch

All Things D


International Venture Capitalist Post 

About Ludei

Ludei enables developers to quickly and easily create, accelerate and publish HTML5-based apps and games. To date, Ludei’s cloud-based HTML5 platform has powered more than 500 iOS and Android game titles. Ludei is based in San Francisco, CA. For more information please visit 

Ludei Attracts 5,000 Developers, Proves HTML5 is Thriving

Ludei Platform Enables High-Performance HTML5 Mobile Game Development

San Francisco – May 29, 2013 – Ludei, the only HTML5 platform that brings native performance
and features to mobile developers, today announced that, just five months after its launch,
more than 5,000 developers have adopted its platform and are publishing games like Lunch
Bug, Bubble Soccer, Rhino Hero and Architect Puzzle Game.

“There’s still skepticism out there about whether HTML5 is ready for game development, but
the developers on the Ludei Platform are proof that its time has come,” said Ludei CEO Eneko
Knorr. “Our developers are publishing high-performance games with full native features
including in-app payments, social and ad networks to every popular mobile and Web
marketplace from a single HTML5 codebase.”

Developers using the Ludei Platform range from some of the biggest names in entertainment to
up-and-coming independent developers. Ludei is helping large, established developers solve
challenging problems, including performance and audio issues and distribution to the major
mobile app stores like iTunes and Google Play, and empowering smaller, independent
developers to expand their audience and earn money with multi-platform distribution and
native payment features.

“Ludei’s platform has completely changed the landscape for HTML5 mobile development,” said
Geoff Blair of Lost Decade Games. “Without it, our games would be stuck running below 15
frames per second, and with nowhere to deploy and monetize them. Now, we can deploy
HTML5 games to the most popular app stores which perform on par with native games and
make us real money.”

Close to 400 games, from rising developers like Goko and major household names, are using
the Ludei Platform. Ludei is the only platform that offers all the tools, API and cloud services
developers need to quickly and easily develop, accelerate and publish fully featured HTML5 games to
every popular mobile and Web marketplace. The company is adding new features regularly, and
announced 3D game development support via the open WebGL standard in March.
The Ludei Platform supports the Apple App Store, Google Play, and the Amazon, NOOK®, Tizen,
FirefoxOS, Chrome and Pokki markets.

Additional Coverage: 

The Wall Street Journal 


About Ludei
Ludei enables developers to quickly and easily create, accelerate and publish HTML5-based
apps and games. Ludei’s cloud-based HTML5 platform powers 400 iOS and Android game titles.
The company’s own popular mobile games including iBasket, Sumon and Slide Soccer have
been downloaded more than 20 million times worldwide. Ludei is based in San Francisco.