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Two.js

jonobr1.github.io

61–64 of 64 posts

Re: Two.js

#61
post #55

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.

Thanks, looks like I'll be switching to Two.js then.

Re: Two.js

#63
post #17
post #15

Earlier 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!

You also have Backbone events extracted from Backbone on https://github.com/bermi/eventify

Re: Two.js

#64
post #16

I 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…

Have you considered adding VML support, the way that Raphael has, for IE 6 through 8 support?
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