In defense of
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In defense of
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Re: In defense of <canvas>
#2Re: In defense of <canvas>
#3Re: In defense of <canvas>
#4These seem like the same sorts of guidelines you want to follow when writing native apps too. It seems fair to treat a element like a CALayer.
Re: In defense of <canvas>
#5I found canvas is actually a lot faster than I expected. I made a little graphical Roguelike that was drawing hundreds of sprites at 30fps in all modern browsers easily even on my iPhone (some browsers on some systems are able to maintain 60fps or higher.)
There's certainly plenty of reasons to make native apps. But I was pleasantly surprised by canvas performance, personally.
Re: In defense of <canvas>
#6Re: In defense of <canvas>
#7I'm currently writing my 3rd HTML based game, and I'm so tired of using jQuery and DOM directly, so I want to replace it with canvas. Game is a turn-based strategy, so performance is not an issue (there will be some animations, but rare).
I looked at the canvas and then at a lot of 2D libraries that can speed the development and prevent me from reinventing the wheel. I'm overwhelmed with options. From some 20+ I investigated I narrowed the list down to these:
- CanvasEngine
- Cocos2D
- MelonJS
- Quintus
- EaselJS
I have no idea which one to pick. Any tips?Re: In defense of <canvas>
#8Considering that Canvas also has hard limits on what sort of effects you can implement with it, I hope WebGL is supported in Safari and IE soon.
Re: In defense of <canvas>
#9Should you be using canvas directly? I'm currently writing my 3rd HTML based game, and I'm so tired of using jQuery and DOM directly, so I want to replace it with canvas. Game is a turn-based strategy, so performance is not an issue (there will be some animations, but rare). I looked at the canvas and then at a lot of 2D libraries that can speed the development and prevent me from reinventing the wheel. I'm overwhelm…
Canvas has enough weird performance problems that you don't need a library adding more on top.
Re: In defense of <canvas>
#10Should you be using canvas directly? I'm currently writing my 3rd HTML based game, and I'm so tired of using jQuery and DOM directly, so I want to replace it with canvas. Game is a turn-based strategy, so performance is not an issue (there will be some animations, but rare). I looked at the canvas and then at a lot of 2D libraries that can speed the development and prevent me from reinventing the wheel. I'm overwhelm…