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Does anyone have any experience with one or more of the above, to help narrow down the field of viable frameworks?
by mcav 16y ago
Does anyone have any experience with one or more of the above, to help narrow down the field of viable frameworks?
- Maciek416 16y agoI've been doing some tests with sprite.js. For what I want to do, it seems a bit sluggish and has some bugs. You can switch between DOM and Canvas mode, which is neat, but there are some bugs in the canvas mode that cause my sprites to disappear, and sprites with a repeating texture seem to show a seam. Impact looks quite a bit more polished.
- charlesju 16y agohttps://github.com/mrdoob/three.js https://github.com/mrdoob/three.js has 900+ followers on github, by far the biggest project from my initial analysis.
- ptownman 16y agoVery cool - I agree 100%
- clyfe 16y agoI watch (follow) three.js on github for a while and I see frequent activity (commits, pull requests) on the project. Compared to most of the other (2d, simple stuff) frameworks this one is a full blown 3D engine albeit it does only rendering (no collision detection etc).
- julian37 16y agoMade by Mr.doob who did the demos at http://mrdoob.com/ http://mrdoob.com/ and who worked on Google's http://www.thewildernessdowntown.com/ http://www.thewildernessdowntown.com/ .
- kilian 16y agoI have made a simple game using Akihabara: http://kilianvalkhof.com/ktype2/ http://kilianvalkhof.com/ktype2/ (mind you, "a" is "z" on your keyboard, and you use it to shoot, too. one of the frameworks idiosyncrasies) It's...undocumented. That's really the most I can make of it, now. I have promised to work on helping document it, which I will try to do over the holidays, but as of now, you pretty much have to read the entire code, and you'd still have no idea how the creator wants each piece to fit in with the other pieces (if you check my source code, note how, for example, I circumvent the build-in health system simply because I don't know how it works)
- teamonkey 16y agoTo be comparable to ImpactJS there needs to be collision detection, tilemap support, sprite animation and depth sorting, input and audio abstraction, a loader and framerate locking. So from that list only Akihabara and GameJS remain.
- monos 16y agoAlthough I'm a gamejs committer, i disagree :) Take for example doodlejs: it doesn't have any of the things you mention, BUT its scene graph is superior to all other engines. Not everyone wants the same things in his framework. E.g. sprite animation makes no sense (not a lot) if your lib is vector & tween centric. See my list of favorites in a comment higher up.
- AntiRush 16y agoI'm the author of xc.js (https://github.com/fairfieldt/xcjs https://github.com/fairfieldt/xcjs). If you're looking for an equivalent product, xc.js has a big advantage over the others listed: it runs natively on iOS (and Android soon). It's a fairly young library, and admittedly has some shortcomings but it would also love some contributions :).
- maryrosecook 16y agoI used The Render Engine (not in the list above http://code.google.com/p/renderengine/ http://code.google.com/p/renderengine/) to make http://pistolslut.com http://pistolslut.com It's pretty nice.
- monos 16y agoIf you care for game centric libraries that use canvas, then only the following are valid choices. In my personal favorites order with random remarks: * https://github.com/kesiev/akihabara - arcade game centric * https://github.com/oberhamsi/gamejs - (my lib) port of PyGame; commonjs * https://github.com/biilly/doodle-js - scene graph * https://github.com/batiste/sprite.js - simplistic but fast sprite handling * https://github.com/fairfieldt/xcjs - coffeescript * http://easeljs.com/ -