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Two.js

jonobr1.github.io

31–40 of 64 posts

Re: Two.js

#31
post #28

This looks awesome for game development and creative coding!

Be careful — two.js is only for drawing things to the browser. It doesn't do much else. There are many game libraries/fraemworks available, both 3d and 2d.

Re: Two.js

#33
post #32

Was forcast.io's animations an inspiration for this? Very impressed. Great job!

Not familiar with forcast.io — thanks for sharing! Before I got into web development I worked at a company called Prologue doing motion graphics in After Effects and Photoshop. Even if you've never heard of them, you've probably seen their work: http://prologue.com/

This background is much of the motivation for the library.

Re: Two.js

#34
post #6

Earlier quoted context omitted.

From my understanding Raphael is specific to the SVG context. Two.js is renderer agnostic, you can choose whether it draws in SVG, canvas, or webgl. This is one of many differences between the two.

On the contrary, Raphael is an abstraction on top of SVG and VML (Microsoft's vector format). It's quite useful when you have to support IE.

>Raphael is an abstraction on top of SVG and VML

Still specific to vector graphics rendering.

So not "on the contrary", but "to be exact".

Re: Two.js

#36
post #31
post #28

This looks awesome for game development and creative coding!

Be careful — two.js is only for drawing things to the browser. It doesn't do much else. There are many game libraries/fraemworks available, both 3d and 2d.

That doesn't make it any less useful at all? I am very fond of abstractions and modularity. Two.js is a nice rendering component. You can easily add an input component on beside of it if need be.

Re: Two.js

#37
I started a project in SVG a few months ago, and searched for a library to use. Dojo's GFX is a great library, with comprehensive support of the native features (Text, etc).

That said, I'm planning on switching to good-old DOM, the performance of SVG was underwhelming to me. Also, the lack of text-wrap.

Re: Two.js

#38
post #36
post #31

Earlier quoted context omitted.

Be careful — two.js is only for drawing things to the browser. It doesn't do much else. There are many game libraries/fraemworks available, both 3d and 2d.

That doesn't make it any less useful at all? I am very fond of abstractions and modularity. Two.js is a nice rendering component. You can easily add an input component on beside of it if need be.

Indeed! I just wanted to be clear and not over promise anything. If you're interested in make input components that talk with Two.js I recommend taking a peak at /src/shape.js and /src/vector.js this is where the bindings are created. I believe that this form of binding allows for a lot of creativity when it comes to visualizing positions.

Re: Two.js

#39
post #24

Earlier quoted context omitted.

Just to add to the list: https://github.com/necolas/emitter.js :)

Or http://github.com/ajacksified/Mediator.js :D

or https://github.com/component/emitter if you wanted to get real modular and release the library as smaller Components.
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