Could someone with the knowledge explain significant differences between this and Paper.js?
Taken from Paper.js' site: An open source vector graphics scripting framework that runs on top of the HTML5 Canvas. Taken from Two.js' site: Two.js is renderer agnostic enabling the same api to draw in multiple contexts: svg, canvas, and webgl. There are many differences in addition to this, but this starts to give you an idea.
Two.js
61–64 of 64 posts
Re: Two.js
#62Re: Two.js
#63Earlier quoted context omitted.
That's not a big surprise. jQuery's events use native browser events behind the scenes. Which is nice for dom-oriented plugins; you get bubbling for free and all the native event listeners just work. It's got a pretty fair amount of overhead though. Backbone's events are just a pure JS event emitter implementation. I'm curious, though, why they added an external dependency instead of just inlining a solution. There's…
I was not aware of these other event systems in JavaScript. Thanks for pointing these out!
Re: Two.js
#64I don't get it. Retained-mode vector graphics == SVG. Browsers with canvas or webgl also have SVG. So what does this accomplish? I don't mean to sound negative, I'm just not clear on the point.
I find this to be a very relevant article on render times between various contexts: http://smus.com/canvas-vs-svg-performance/ Along these lines I've written projects in canvas only to realize later I should've written in SVG. One of the aims of two.js is to afford a canonical API for the developer. So the idea is that if you're rendering lots of particles and not doing any manipulation to individual particles, canva…