Collision detection benchmarks
0fps.net
0fps.net
It didn't. The first version of the game was brutally slow and every time we did a touch collision detection, it would lag like crazy.
Out of frustration, we ripped out Box2D entirely and replaced it with naive O(n) box testing and hand-written motion code, thinking that we'd add in some optimizations later on to make it more performant. It turns out that this was fast enough without any further optimizations and we shipped it. The overhead of using a physics system was enough to bog down the iPad 1's poor non-JIT JS engine.
Fortunately there's enough spare cycles in modern tablets that a little bit of overhead from a physics engine isn't going to be a problem, although I'd wager there's a handful of Android tablets out there still as weak as the iPad 1.
edit: I'm wrong
http://en.wikipedia.org/wiki/Safari_%28web_browser%29#New_in...
It's been around for a while, but we were doing some bleeding-edge stuff (and getting cut the whole way!).