Developer Pans Lack of OpenGL in Mojo SDK
A new blog post from seasoned iPhone developer Craig Hunter details some of the shortcomings in the new webOS Mojo software development kit beta. Primarily the author is dissatisfied that it does not yet offer access to OpenGL, despite the Pre's hardware supporting it, which is nearly a necessity for more robust and complex games.
The developer also feels the low sampling rate for raw accelerometer data, which he feels is too low for even casual game usage. The current SDK provides for a 4 Hz sampling rate (four samples per second), while the iPhone can offer up to 100 Hz.
This wouldn't be so bad for Palm if we were still in 2007, but in the age of sophisticated iPhone native apps here in 2009, web apps just don't cut it anymore. With such amazing software capabilities flourishing on the iPhone, Palm can't afford to wait a year while they make the transition from web apps to native apps in their SDK. Palm might have had a chance against the 2007 Apple SDK, but not the 2009 version. Not even close. With this limitation, webOS will not be taken seriously by consumers who place importance on games or sophisticated third party apps. The iPhone has raised their expectations too high.