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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

#33
One of the best 2d rendering engines I've found is Pixi.js ( http://www.pixijs.com/ ) which uses WebGL with a canvas fallback. Also works great on mobile.

Theres another framework that uses pixi for the rendering but adds physics, sprite support and sound/input managers called Phaser ( http://phaser.io/ ), also open source.

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

#34
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.

I couldn't understand exactly how it is supposed to work. Is it about defining anchor points in both parent and child (what you call "align" and "handle"), and then an offset from that?

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

#36
post #33

One of the best 2d rendering engines I've found is Pixi.js ( http://www.pixijs.com/ ) which uses WebGL with a canvas fallback. Also works great on mobile. Theres another framework that uses pixi for the rendering but adds physics, sprite support and sound/input managers called Phaser ( http://phaser.io/ ), also open source.

If you like Pixi/Phaser you will love CutJS! Using CutJS is far simpler and you can use whatever physics and sound library you like. There are P2.js, PhysicsJS and SAT.js examples in repo. For sound you can use Howler.js, SoundManager, etc.

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

#37
post #34
post #8

Earlier quoted context omitted.

Pinning is about positioning variables, not graph structure.

I couldn't understand exactly how it is supposed to work. Is it about defining anchor points in both parent and child (what you call "align" and "handle"), and then an offset from that?

Exactly! Plus scale/skew and rotation.

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

#38
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.

So fast as in turtle vs snail. Got it.

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

#39
post #15
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?

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.

[deleted]

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

#40
post #5
post #3

Nice, but "Fast" - compared to what?

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

That game judders and skips at times, I'm concerned if current "fast" HTML5 games are simple 2d games that perform badly. Even the asteroids game has perceptible little jumps. It's asteroids! It's one of the simplest to render games there is.
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