Live data from Hacker News

Mo.js: motion graphics toolbelt for the web

github.com

11–20 of 64 posts

Re: Mo.js: motion graphics toolbelt for the web

#13

I think it's worth to check the workflow video[1], how it is to actually build those animations. It really surprised me positively! [1] https://vimeo.com/185587462

This is really impressive. It helps that whoever is building these is clearly really talented in 2d animation.

Re: Mo.js: motion graphics toolbelt for the web

#14
post #8

Why in 2017, where we have 8 core processors and 1080 videocards and games that look like real life, even my 2016 high specs rMBP starts to blow fans full speed and lag whenever I try to run this basic animation in the browser, why these basic web animations require so much processing?? btw Great job with this project, I am going to use it for some ui elements in my projects, I especially love the twitter stars anima…

I'd guess that javascript is not as fast as C++, and the animations are not hardware accelerated.

Re: Mo.js: motion graphics toolbelt for the web

#16

The demos look nice, but I'm not a fan of dependencies (Babel or Stylus). Are there any raw js + css code examples?

the very first demo doesn't use Babel: http://codepen.io/sol0mka/pen/ogOYJj

As for the Pug and Stylus in that demo, you can view the compiled HTML or CSS within CodePen, it's in the little dropdown arrow in the top right corder of each box

Re: Mo.js: motion graphics toolbelt for the web

#17
post #8

Why in 2017, where we have 8 core processors and 1080 videocards and games that look like real life, even my 2016 high specs rMBP starts to blow fans full speed and lag whenever I try to run this basic animation in the browser, why these basic web animations require so much processing?? btw Great job with this project, I am going to use it for some ui elements in my projects, I especially love the twitter stars anima…

Advanced js animations lag on my desktop computer. (GTX 1080, 16GB RAM, i5 2500k). Javascript apparently isn't that efficient for calculations.

Yeah, these are really cool and the player/editor look like some of the good parts of the Flash editor brought to JS, but judging from performance on my MBP using this on mobile would be a great way to turn a phone into a hand warmer, while achieving an astounding 5 FPS of animation.

Re: Mo.js: motion graphics toolbelt for the web

#18
post #8

Why in 2017, where we have 8 core processors and 1080 videocards and games that look like real life, even my 2016 high specs rMBP starts to blow fans full speed and lag whenever I try to run this basic animation in the browser, why these basic web animations require so much processing?? btw Great job with this project, I am going to use it for some ui elements in my projects, I especially love the twitter stars anima…

A combination of JS and the DOM. The latter being the main culprit if you're moving actual dom elements as opposed to canvas or webgl.

Re: Mo.js: motion graphics toolbelt for the web

#19
post #8

Why in 2017, where we have 8 core processors and 1080 videocards and games that look like real life, even my 2016 high specs rMBP starts to blow fans full speed and lag whenever I try to run this basic animation in the browser, why these basic web animations require so much processing?? btw Great job with this project, I am going to use it for some ui elements in my projects, I especially love the twitter stars anima…

I have a recurrent issue where I have two graphics cards in my laptop (it's practically a standard for years now). A decent high power card, and a simple low power card maybe integrated into the processor.

When you start an application, one of the two cards will handle that application.

I generally can't my browser with the high power card; probably because browser vendors don't want to sacrifice battery life all of the time for some fancy effects a small slice of the time.

But I'm no expert. Chrome seems to handle things better than Firefox, that's why I still have it.

Post reply on HN