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compare with easeljs #16

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weepy opened this issue Mar 21, 2013 · 13 comments
Closed

compare with easeljs #16

weepy opened this issue Mar 21, 2013 · 13 comments
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@weepy
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weepy commented Mar 21, 2013

Hi there - great project

I'm just evaluating some graphics engines. I've kinda got it down to between easeljs and pixi

What would you considering the similarities / differences between the two ?

weepy

@GoodBoyDigital
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Hi Weepy,

Good to hear pixi.js is in your final 2 choices :D

I would say both are fairly similar in terms of how you would use them. The biggest pro of using pixi.js over easeljs is that pixi.js supports webGL so it will be a lot faster on devices that have that enabled. That said easeljs does offer more features such as privative drawing (which I have not implemented into pixi.js yet)

I guess it ultimately depends on what kind of project your making?

@Tolmark12
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Yay, just noticed you added interactivity! Two days ago, I was looking at pixi as a potential replacement for easeljs and had to back away because of the no interactivity thing.

Do you have a public roadmap anywhere? Also, curious how you would go about adding primitive drawing, have you thought through that yet?

Pixi is a great project! Looking forward to its future.

@weepy
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weepy commented Mar 21, 2013

Well basically it's for a music app that I want to work on iphone and android. I've got it all working in DOM, but it's proving too slow. I'm interested in Ejecta as a way to put in on super fast - it seems that pixi.js is close to supporting that. Otherwise I suppose I could look at bundling a webgl enabled webkit.

Not sure if that makes sense ?

@weepy
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weepy commented Mar 21, 2013

Does Pixi support caching like in easeljs ?

@GoodBoyDigital
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Sound cool! Yes pixi.js will work on Ejecta pretty soon.
Pixi.js does not support caching at the moment, although I do plan on implementing some render to texture methods that will allow for that. Pixi does have a texture from Canvas function that could help?

@GoodBoyDigital
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Tolmark,

I will add a public roadmap to this project pretty soon. My current thinking is that the next feature to implement will be renderTextures. Once I have that nailed it will pave the way for caching and more importantly super awesome webGL filters :D

After renderTextures I will take a look at implementing primitives. I have a fairly good idea as to how to go about doing it. The canvas side should be fairly straight forward but the webGL side of things will be a little more.. interesting to implement!

@Tolmark12
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@GoodBoyDigital Very cool!

I'd love to help on implementing primitives, but I'd be pretty worthless on the webGL side.

@GoodBoyDigital
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Cool! All help is welcome! Could be a good chance for ya to level up ya webGL skillz? :)

@weepy
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weepy commented Mar 22, 2013

Pixi does have a texture from Canvas function that could help?
Yes I imagine that would be pretty useful. Nice to have a way of caching built from that.

@Tolmark12
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@GoodBoyDigital Ha! Perhaps :-) Last time I tried to dig into webgl, it made my head spin.

@GoodBoyDigital
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I know what you mean. It definitely has a steeper learning curve than your average tech, but its well worth punching through that difficulty barrier! Persistance is key :)

@englercj
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considering this question answered.

@lock
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lock bot commented Feb 27, 2019

This thread has been automatically locked since there has not been any recent activity after it was closed. Please open a new issue for related bugs.

@lock lock bot locked and limited conversation to collaborators Feb 27, 2019
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