Was pretty confused at first about why this would have a Backbone dependency until I looked through the source and saw they they're just pulling Backbone.Events.<p>I think it says a lot about Backbone that people are doing things like that. Modularity is nice.<p>Oh, and thumbs up for Two.js. Well done.
The script looks looks great, but mostly I just want to say it rocks to see a library with this much work put into quality documentation already.<p>Gives me a heck of a lot more trust for the script and reason to try it out.
This landing page and documentation is just beautiful. Simple hashtag nav, soft colors, great header, and good examples. Only suggestion would be to have a way to link to individual methods in the docs w/ hashes. I really commend the effort here.
Also worth a look: <a href="https://github.com/GoodBoyDigital/pixi.js" rel="nofollow">https://github.com/GoodBoyDigital/pixi.js</a>
2D renderer with canvas and webgl backends
I don't get it. Retained-mode vector graphics == SVG. Browsers with canvas or webgl also have SVG. So what does this accomplish?<p>I don't mean to sound negative, I'm just not clear on the point.
This is a tough space to be in these days, so many competing projects. That said, I really wish I saw more projects using <a href="http://kineticjs.com/" rel="nofollow">http://kineticjs.com/</a>. (sorry op). I just feel that kinetic is put together well and has an awesome tutorial series at <a href="http://www.html5canvastutorials.com/kineticjs/html5-canvas-events-tutorials-introduction-with-kineticjs/" rel="nofollow">http://www.html5canvastutorials.com/kineticjs/html5-canvas-e...</a>
Kind of random, but this looks very similar to Ming (php plugin) which renders flash in a very similar manner. I open-sourced a library for rendering animations using it just a few days ago (although the project itself it 6 years old) - <a href="https://github.com/erbbysam/ming-icanimate" rel="nofollow">https://github.com/erbbysam/ming-icanimate</a><p>Thanks for this, I'm probably going to spend some time recreating that ming-icanimate rendering system with two.js
Very nice! I'm also working on a similar scene graph (Canvas/SVG, WebGL soon), which also has bounds, DAG-support, and implicitly inserts the needed layers for performance (<a href="http://phetsims.github.io/scenery/" rel="nofollow">http://phetsims.github.io/scenery/</a>).<p>I look forward to seeing what other performance optimizations I may be missing!
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).<p>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.
I'd be curious to see the performance differences between this drawing on 2d canvas, webgl and similar code in plain JS. Mostly curious at that webgl benchmark
I love the idea and it's a beautiful site...which quickly brings my browser (chrome) to a grinding halt.<p>Hopefully I'm just an edge case while the project is young?