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CutJS – Fast 2D HTML5 rendering engine for game development

cutjs.org

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Re: CutJS – Fast 2D HTML5 rendering engine for game development

#11
post #10
post #5

Earlier quoted context omitted.

Thanks! Fast enough for game development >= 60fps Check out http://piqnt.com/o/

so you claim your engine maintains 60fps whatever the code is thrown at it right?

Not whatever, but it makes game dev as easy as web dev while still almost as fast as native development. See your CPU usage while playing.

Re: CutJS – Fast 2D HTML5 rendering engine for game development

#12
post #11
post #10

Earlier quoted context omitted.

so you claim your engine maintains 60fps whatever the code is thrown at it right?

Not whatever, but it makes game dev as easy as web dev while still almost as fast as native development. See your CPU usage while playing.

so you mean fast like RAD , not fast like SPEED,right ? because >=60fps highly depends on the machine one is running , and the browser one is using. Saying something is fast without benchmarks is stupid. speed is something relative. Nothing is fast or slow, but faster or slower than something else. So what is your framework faster than?

Re: CutJS – Fast 2D HTML5 rendering engine for game development

#13
post #12
post #11

Earlier quoted context omitted.

Not whatever, but it makes game dev as easy as web dev while still almost as fast as native development. See your CPU usage while playing.

so you mean fast like RAD , not fast like SPEED,right ? because >=60fps highly depends on the machine one is running , and the browser one is using. Saying something is fast without benchmarks is stupid. speed is something relative. Nothing is fast or slow, but faster or slower than something else. So what is your framework faster than?

Faster than SVG or DOM under certain conditions, obviously.

Nobody is claiming that CutJS is "fast" in a somehow absolute way, I think most HN visitors are intelligent enough to understand that performance depends on the machine running the application and also on the complexity of the tasks that are running.

Speed aside, CutJS seems like a nice canvas manipulation library, I'll have to give it a try.

Re: CutJS – Fast 2D HTML5 rendering engine for game development

#14
post #11
post #10

Earlier quoted context omitted.

so you claim your engine maintains 60fps whatever the code is thrown at it right?

Not whatever, but it makes game dev as easy as web dev while still almost as fast as native development. See your CPU usage while playing.

[deleted]

Re: CutJS – Fast 2D HTML5 rendering engine for game development

#15
post #12
post #11

Earlier quoted context omitted.

Not whatever, but it makes game dev as easy as web dev while still almost as fast as native development. See your CPU usage while playing.

so you mean fast like RAD , not fast like SPEED,right ? because >=60fps highly depends on the machine one is running , and the browser one is using. Saying something is fast without benchmarks is stupid. speed is something relative. Nothing is fast or slow, but faster or slower than something else. So what is your framework faster than?

No, I didn't mean RAD by fast, I meant it makes development easier (than not using it) while it is still almost as "fast" as directly using Canvas and "fast" enough for game dev.

Re: CutJS – Fast 2D HTML5 rendering engine for game development

#16
post #13
post #12

Earlier quoted context omitted.

so you mean fast like RAD , not fast like SPEED,right ? because >=60fps highly depends on the machine one is running , and the browser one is using. Saying something is fast without benchmarks is stupid. speed is something relative. Nothing is fast or slow, but faster or slower than something else. So what is your framework faster than?

Faster than SVG or DOM under certain conditions, obviously. Nobody is claiming that CutJS is "fast" in a somehow absolute way, I think most HN visitors are intelligent enough to understand that performance depends on the machine running the application and also on the complexity of the tasks that are running. Speed aside, CutJS seems like a nice canvas manipulation library, I'll have to give it a try.

Thanks!

Re: CutJS – Fast 2D HTML5 rendering engine for game development

#18
post #8
post #6

>new concept called pinning introduced instead of styling It's just a scene graph.

Pinning is about positioning variables, not graph structure.

A scene graph is a scene graph is a scene graph. Whatever you call it.

Also, it looks like the pinwheel demo has an error. I suggest you add one of the more advanced demos along with source code on the intro page. Just looking at the first few demos I felt it reimplemented stuff that's already possible with CSS, but it looks like it's capable of much more (the last few demos)

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