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Interesting. Can you please name the framework you left behind? Also, why did it seem to be more time-efficient to ditch canvas altogether and rewire the rende
by pestaa 15y ago
Interesting. Can you please name the framework you left behind?
Also, why did it seem to be more time-efficient to ditch canvas altogether and rewire the rendering part?
- jay_kyburz 15y agoI'd also like to know more, I have just been rolling my own stuff so far and have been surprised by how well the canvas is handling everything I throw at it. Tablets / Phones is a little different, but the desktop much faster than I expected.
- ricardobeat 15y agoThat was OCanvas (ocanvas.org). It's perfectly fine for vector stuff, but our game is very bitmap heavy. We started getting FPS rates as low as 10 with only 5-10 characters on screen (using animated/scaled Sprite objects). Using DOM + transforms we can get up to 500 chars on screen without any lag whatsoever. We didn't ditch canvas altogether though, we render all the scenes in a background canvas and use DOM only for the moving chars. I suspect it's possible to get much better performance by pre-rendering all scaled objects, but haven't had the time to try it. CAAT performs incredibly well with bitmaps on canvas: http://labs.hyperandroid.com/static/caat/ http://labs.hyperandroid.com/static/caat/