https://orzechowskikamil.github.io/rc-bowling/
Actually, this project is abadoned, because you cannot calculate position in time from noisy acceleration values, error is horrible.
And without "throwing ball by throwing mobile phone" this game would be identical to rest of games of this type.
Goal was to learn WebGL and something about physics in games. I wanted to create a bowling game in browser, which will be not only controlled by mouse, but also by paired mobile device movement. It selling point would be very natural process of throwing bowling ball into track, by just holding phone in hand and making a movement.
So graphics in the game and scenes are as basic as possible. Physics engine comes from babylon.js library. Knocked pins are calculated as those which Y coord is under the floor.
Connection between mobile device & pc is established by using peer.js lib - mobile gather accelerometer data, and game in PC browser use this data to calculate actual speed of movement, and try to calculate actual position.
As it was said, calculating integral of integral (?position) of value which noise is up to 50% (accelerometer data), gives horrible, terrible error. So I gave up.