Is there at TWO JS counterpart to THREE JS [closed]
I am moving along well learning ThreeJS as an interface to WebGL. Thank you all for your previous help.
I am developing a new approach to 3D Dynamics and would like a 3D component to the textbook. Examples are found here: http://eon.sdsu.edu/~impellus/DMF/
They are not the best, but I am learning.
In parallel, I would like to investigate some animations in 2D Statics and 2D INTERACTIVE Free Body Diagrams. The goal is to present an object, slice aspects of it away and replace the discarded section with forces (basically: to interactively construct free body diagrams by removing contacts). Normally, I would consider Flash, but I have been advised against it.
You can see here that I used threejs to create a 2D tutorial on streamlines, streaklines, pathlines:
http://eon.sdsu.edu/~impellus/FLOW/
But my feeling is that it is not natural to use the power of threeJS for 2D interactive animations.
So may I ask if there is a Two JS version of Three JS? I think just asking the question should be evidence to what I am looking for, but let me be more clear. I am looking for an interface to webGL that is dedicated to 2D animations. Yes, I can use threeJS, but I think that would be a mistake. Could someone guide me?
three.js
closed as off-topic by Jon Clements♦ Nov 22 '18 at 19:00
This question appears to be off-topic. The users who voted to close gave this specific reason:
- "Questions asking us to recommend or find a book, tool, software library, tutorial or other off-site resource are off-topic for Stack Overflow as they tend to attract opinionated answers and spam. Instead, describe the problem and what has been done so far to solve it." – Jon Clements
If this question can be reworded to fit the rules in the help center, please edit the question.
add a comment |
I am moving along well learning ThreeJS as an interface to WebGL. Thank you all for your previous help.
I am developing a new approach to 3D Dynamics and would like a 3D component to the textbook. Examples are found here: http://eon.sdsu.edu/~impellus/DMF/
They are not the best, but I am learning.
In parallel, I would like to investigate some animations in 2D Statics and 2D INTERACTIVE Free Body Diagrams. The goal is to present an object, slice aspects of it away and replace the discarded section with forces (basically: to interactively construct free body diagrams by removing contacts). Normally, I would consider Flash, but I have been advised against it.
You can see here that I used threejs to create a 2D tutorial on streamlines, streaklines, pathlines:
http://eon.sdsu.edu/~impellus/FLOW/
But my feeling is that it is not natural to use the power of threeJS for 2D interactive animations.
So may I ask if there is a Two JS version of Three JS? I think just asking the question should be evidence to what I am looking for, but let me be more clear. I am looking for an interface to webGL that is dedicated to 2D animations. Yes, I can use threeJS, but I think that would be a mistake. Could someone guide me?
three.js
closed as off-topic by Jon Clements♦ Nov 22 '18 at 19:00
This question appears to be off-topic. The users who voted to close gave this specific reason:
- "Questions asking us to recommend or find a book, tool, software library, tutorial or other off-site resource are off-topic for Stack Overflow as they tend to attract opinionated answers and spam. Instead, describe the problem and what has been done so far to solve it." – Jon Clements
If this question can be reworded to fit the rules in the help center, please edit the question.
add a comment |
I am moving along well learning ThreeJS as an interface to WebGL. Thank you all for your previous help.
I am developing a new approach to 3D Dynamics and would like a 3D component to the textbook. Examples are found here: http://eon.sdsu.edu/~impellus/DMF/
They are not the best, but I am learning.
In parallel, I would like to investigate some animations in 2D Statics and 2D INTERACTIVE Free Body Diagrams. The goal is to present an object, slice aspects of it away and replace the discarded section with forces (basically: to interactively construct free body diagrams by removing contacts). Normally, I would consider Flash, but I have been advised against it.
You can see here that I used threejs to create a 2D tutorial on streamlines, streaklines, pathlines:
http://eon.sdsu.edu/~impellus/FLOW/
But my feeling is that it is not natural to use the power of threeJS for 2D interactive animations.
So may I ask if there is a Two JS version of Three JS? I think just asking the question should be evidence to what I am looking for, but let me be more clear. I am looking for an interface to webGL that is dedicated to 2D animations. Yes, I can use threeJS, but I think that would be a mistake. Could someone guide me?
three.js
I am moving along well learning ThreeJS as an interface to WebGL. Thank you all for your previous help.
I am developing a new approach to 3D Dynamics and would like a 3D component to the textbook. Examples are found here: http://eon.sdsu.edu/~impellus/DMF/
They are not the best, but I am learning.
In parallel, I would like to investigate some animations in 2D Statics and 2D INTERACTIVE Free Body Diagrams. The goal is to present an object, slice aspects of it away and replace the discarded section with forces (basically: to interactively construct free body diagrams by removing contacts). Normally, I would consider Flash, but I have been advised against it.
You can see here that I used threejs to create a 2D tutorial on streamlines, streaklines, pathlines:
http://eon.sdsu.edu/~impellus/FLOW/
But my feeling is that it is not natural to use the power of threeJS for 2D interactive animations.
So may I ask if there is a Two JS version of Three JS? I think just asking the question should be evidence to what I am looking for, but let me be more clear. I am looking for an interface to webGL that is dedicated to 2D animations. Yes, I can use threeJS, but I think that would be a mistake. Could someone guide me?
three.js
three.js
asked Jul 12 '12 at 16:53
Tom ImpellusoTom Impelluso
141124
141124
closed as off-topic by Jon Clements♦ Nov 22 '18 at 19:00
This question appears to be off-topic. The users who voted to close gave this specific reason:
- "Questions asking us to recommend or find a book, tool, software library, tutorial or other off-site resource are off-topic for Stack Overflow as they tend to attract opinionated answers and spam. Instead, describe the problem and what has been done so far to solve it." – Jon Clements
If this question can be reworded to fit the rules in the help center, please edit the question.
closed as off-topic by Jon Clements♦ Nov 22 '18 at 19:00
This question appears to be off-topic. The users who voted to close gave this specific reason:
- "Questions asking us to recommend or find a book, tool, software library, tutorial or other off-site resource are off-topic for Stack Overflow as they tend to attract opinionated answers and spam. Instead, describe the problem and what has been done so far to solve it." – Jon Clements
If this question can be reworded to fit the rules in the help center, please edit the question.
add a comment |
add a comment |
6 Answers
6
active
oldest
votes
pixi.js was released just recently - it's a 2D engine backed by WebGL for performance, but with a 2D canvas fallback for compatibility. I haven't used it myself but it's worth checking out.
8
The API also seems to be very inspired by three.js.
– mrdoob
Mar 26 '13 at 22:38
ivank.js is more complete , it also uses webgl(fallback to canvas or Dom) , I am testing it right now and it have alot of events (click , drag ) and vectors. It seems more complete.
– Phyo Arkar Lwin
Apr 26 '13 at 17:35
Yet another 2D canvas game/app engine, but this has apparently just been released and from a (very) quick look it seems nice and simple to use: iioengine.com
– poshaughnessy
Apr 29 '13 at 14:43
add a comment |
Check out Jono Brandel's two.js!
https://github.com/jonobr1/two.js
Nice demo here:
http://jonobr1.github.io/two.js/
4
good one but very slow compared to pixi , and ivank
– Phyo Arkar Lwin
May 13 '13 at 11:11
cant use images
– Prozi
Sep 22 '13 at 18:30
add a comment |
I also explored the use of a 2D engine but in the end just used Three.js. If you setup your camera to never move in the Z direction, and place all visual elements on the same z = constant plane then it is a 2D engine.
The only thing you would have to address is the z-order of elements on the plane. One way do this is assign each element a slightly different Z value:
For example if you’re drawing on the Z = 0 plane then you could set element 1 to be drawn at Z = 0 and element 2 at Z = 0.0001, so element 2 will always be drawn on top of element 1.
A better way to achieve z-order would be to hack the engine and set the drawing order for each element in order to force one element to be drawn before another.
Also another problem with using three.js is that (at the time of writing) it doesn't handle 2D sprites very well.
add a comment |
I found IvanK quite fast and feature complete it have alot more features than Pixijs.
Check it out (it have webgl,canvas,svg renderers with automatic fallback support).
http://lib.ivank.net/?p=demos
i found another library , fabricjs.com , quite powerful but slow.
add a comment |
Try your luck with this Javascript game engine list:
https://github.com/bebraw/jswiki/wiki/Game-Engines
Some of them are dedicated to 2D animations with sprites or Box2d physics.
Also there are commercial products for drawing 2D HTML5 animations, like http://www.sencha.com/products/animator/
add a comment |
If you are looking for 2D visualisation, your best option would be D3 or Two.js:
https://d3js.org
https://two.js.org
Sometimes, you need a simple knife to butter up things. Three.js is very much like a chainsaw when it comes to just achieve smooth graphics. It is more geared toward the 3 dimensional.
add a comment |
6 Answers
6
active
oldest
votes
6 Answers
6
active
oldest
votes
active
oldest
votes
active
oldest
votes
pixi.js was released just recently - it's a 2D engine backed by WebGL for performance, but with a 2D canvas fallback for compatibility. I haven't used it myself but it's worth checking out.
8
The API also seems to be very inspired by three.js.
– mrdoob
Mar 26 '13 at 22:38
ivank.js is more complete , it also uses webgl(fallback to canvas or Dom) , I am testing it right now and it have alot of events (click , drag ) and vectors. It seems more complete.
– Phyo Arkar Lwin
Apr 26 '13 at 17:35
Yet another 2D canvas game/app engine, but this has apparently just been released and from a (very) quick look it seems nice and simple to use: iioengine.com
– poshaughnessy
Apr 29 '13 at 14:43
add a comment |
pixi.js was released just recently - it's a 2D engine backed by WebGL for performance, but with a 2D canvas fallback for compatibility. I haven't used it myself but it's worth checking out.
8
The API also seems to be very inspired by three.js.
– mrdoob
Mar 26 '13 at 22:38
ivank.js is more complete , it also uses webgl(fallback to canvas or Dom) , I am testing it right now and it have alot of events (click , drag ) and vectors. It seems more complete.
– Phyo Arkar Lwin
Apr 26 '13 at 17:35
Yet another 2D canvas game/app engine, but this has apparently just been released and from a (very) quick look it seems nice and simple to use: iioengine.com
– poshaughnessy
Apr 29 '13 at 14:43
add a comment |
pixi.js was released just recently - it's a 2D engine backed by WebGL for performance, but with a 2D canvas fallback for compatibility. I haven't used it myself but it's worth checking out.
pixi.js was released just recently - it's a 2D engine backed by WebGL for performance, but with a 2D canvas fallback for compatibility. I haven't used it myself but it's worth checking out.
answered Mar 24 '13 at 2:48
hughskhughsk
2,32311615
2,32311615
8
The API also seems to be very inspired by three.js.
– mrdoob
Mar 26 '13 at 22:38
ivank.js is more complete , it also uses webgl(fallback to canvas or Dom) , I am testing it right now and it have alot of events (click , drag ) and vectors. It seems more complete.
– Phyo Arkar Lwin
Apr 26 '13 at 17:35
Yet another 2D canvas game/app engine, but this has apparently just been released and from a (very) quick look it seems nice and simple to use: iioengine.com
– poshaughnessy
Apr 29 '13 at 14:43
add a comment |
8
The API also seems to be very inspired by three.js.
– mrdoob
Mar 26 '13 at 22:38
ivank.js is more complete , it also uses webgl(fallback to canvas or Dom) , I am testing it right now and it have alot of events (click , drag ) and vectors. It seems more complete.
– Phyo Arkar Lwin
Apr 26 '13 at 17:35
Yet another 2D canvas game/app engine, but this has apparently just been released and from a (very) quick look it seems nice and simple to use: iioengine.com
– poshaughnessy
Apr 29 '13 at 14:43
8
8
The API also seems to be very inspired by three.js.
– mrdoob
Mar 26 '13 at 22:38
The API also seems to be very inspired by three.js.
– mrdoob
Mar 26 '13 at 22:38
ivank.js is more complete , it also uses webgl(fallback to canvas or Dom) , I am testing it right now and it have alot of events (click , drag ) and vectors. It seems more complete.
– Phyo Arkar Lwin
Apr 26 '13 at 17:35
ivank.js is more complete , it also uses webgl(fallback to canvas or Dom) , I am testing it right now and it have alot of events (click , drag ) and vectors. It seems more complete.
– Phyo Arkar Lwin
Apr 26 '13 at 17:35
Yet another 2D canvas game/app engine, but this has apparently just been released and from a (very) quick look it seems nice and simple to use: iioengine.com
– poshaughnessy
Apr 29 '13 at 14:43
Yet another 2D canvas game/app engine, but this has apparently just been released and from a (very) quick look it seems nice and simple to use: iioengine.com
– poshaughnessy
Apr 29 '13 at 14:43
add a comment |
Check out Jono Brandel's two.js!
https://github.com/jonobr1/two.js
Nice demo here:
http://jonobr1.github.io/two.js/
4
good one but very slow compared to pixi , and ivank
– Phyo Arkar Lwin
May 13 '13 at 11:11
cant use images
– Prozi
Sep 22 '13 at 18:30
add a comment |
Check out Jono Brandel's two.js!
https://github.com/jonobr1/two.js
Nice demo here:
http://jonobr1.github.io/two.js/
4
good one but very slow compared to pixi , and ivank
– Phyo Arkar Lwin
May 13 '13 at 11:11
cant use images
– Prozi
Sep 22 '13 at 18:30
add a comment |
Check out Jono Brandel's two.js!
https://github.com/jonobr1/two.js
Nice demo here:
http://jonobr1.github.io/two.js/
Check out Jono Brandel's two.js!
https://github.com/jonobr1/two.js
Nice demo here:
http://jonobr1.github.io/two.js/
answered Apr 17 '13 at 22:22
Matt SweeneyMatt Sweeney
1,30411018
1,30411018
4
good one but very slow compared to pixi , and ivank
– Phyo Arkar Lwin
May 13 '13 at 11:11
cant use images
– Prozi
Sep 22 '13 at 18:30
add a comment |
4
good one but very slow compared to pixi , and ivank
– Phyo Arkar Lwin
May 13 '13 at 11:11
cant use images
– Prozi
Sep 22 '13 at 18:30
4
4
good one but very slow compared to pixi , and ivank
– Phyo Arkar Lwin
May 13 '13 at 11:11
good one but very slow compared to pixi , and ivank
– Phyo Arkar Lwin
May 13 '13 at 11:11
cant use images
– Prozi
Sep 22 '13 at 18:30
cant use images
– Prozi
Sep 22 '13 at 18:30
add a comment |
I also explored the use of a 2D engine but in the end just used Three.js. If you setup your camera to never move in the Z direction, and place all visual elements on the same z = constant plane then it is a 2D engine.
The only thing you would have to address is the z-order of elements on the plane. One way do this is assign each element a slightly different Z value:
For example if you’re drawing on the Z = 0 plane then you could set element 1 to be drawn at Z = 0 and element 2 at Z = 0.0001, so element 2 will always be drawn on top of element 1.
A better way to achieve z-order would be to hack the engine and set the drawing order for each element in order to force one element to be drawn before another.
Also another problem with using three.js is that (at the time of writing) it doesn't handle 2D sprites very well.
add a comment |
I also explored the use of a 2D engine but in the end just used Three.js. If you setup your camera to never move in the Z direction, and place all visual elements on the same z = constant plane then it is a 2D engine.
The only thing you would have to address is the z-order of elements on the plane. One way do this is assign each element a slightly different Z value:
For example if you’re drawing on the Z = 0 plane then you could set element 1 to be drawn at Z = 0 and element 2 at Z = 0.0001, so element 2 will always be drawn on top of element 1.
A better way to achieve z-order would be to hack the engine and set the drawing order for each element in order to force one element to be drawn before another.
Also another problem with using three.js is that (at the time of writing) it doesn't handle 2D sprites very well.
add a comment |
I also explored the use of a 2D engine but in the end just used Three.js. If you setup your camera to never move in the Z direction, and place all visual elements on the same z = constant plane then it is a 2D engine.
The only thing you would have to address is the z-order of elements on the plane. One way do this is assign each element a slightly different Z value:
For example if you’re drawing on the Z = 0 plane then you could set element 1 to be drawn at Z = 0 and element 2 at Z = 0.0001, so element 2 will always be drawn on top of element 1.
A better way to achieve z-order would be to hack the engine and set the drawing order for each element in order to force one element to be drawn before another.
Also another problem with using three.js is that (at the time of writing) it doesn't handle 2D sprites very well.
I also explored the use of a 2D engine but in the end just used Three.js. If you setup your camera to never move in the Z direction, and place all visual elements on the same z = constant plane then it is a 2D engine.
The only thing you would have to address is the z-order of elements on the plane. One way do this is assign each element a slightly different Z value:
For example if you’re drawing on the Z = 0 plane then you could set element 1 to be drawn at Z = 0 and element 2 at Z = 0.0001, so element 2 will always be drawn on top of element 1.
A better way to achieve z-order would be to hack the engine and set the drawing order for each element in order to force one element to be drawn before another.
Also another problem with using three.js is that (at the time of writing) it doesn't handle 2D sprites very well.
answered Jul 13 '12 at 11:28
Jamie FearonJamie Fearon
1,32983762
1,32983762
add a comment |
add a comment |
I found IvanK quite fast and feature complete it have alot more features than Pixijs.
Check it out (it have webgl,canvas,svg renderers with automatic fallback support).
http://lib.ivank.net/?p=demos
i found another library , fabricjs.com , quite powerful but slow.
add a comment |
I found IvanK quite fast and feature complete it have alot more features than Pixijs.
Check it out (it have webgl,canvas,svg renderers with automatic fallback support).
http://lib.ivank.net/?p=demos
i found another library , fabricjs.com , quite powerful but slow.
add a comment |
I found IvanK quite fast and feature complete it have alot more features than Pixijs.
Check it out (it have webgl,canvas,svg renderers with automatic fallback support).
http://lib.ivank.net/?p=demos
i found another library , fabricjs.com , quite powerful but slow.
I found IvanK quite fast and feature complete it have alot more features than Pixijs.
Check it out (it have webgl,canvas,svg renderers with automatic fallback support).
http://lib.ivank.net/?p=demos
i found another library , fabricjs.com , quite powerful but slow.
edited Jun 10 '13 at 15:32
answered Apr 26 '13 at 17:59
Phyo Arkar LwinPhyo Arkar Lwin
2,44583050
2,44583050
add a comment |
add a comment |
Try your luck with this Javascript game engine list:
https://github.com/bebraw/jswiki/wiki/Game-Engines
Some of them are dedicated to 2D animations with sprites or Box2d physics.
Also there are commercial products for drawing 2D HTML5 animations, like http://www.sencha.com/products/animator/
add a comment |
Try your luck with this Javascript game engine list:
https://github.com/bebraw/jswiki/wiki/Game-Engines
Some of them are dedicated to 2D animations with sprites or Box2d physics.
Also there are commercial products for drawing 2D HTML5 animations, like http://www.sencha.com/products/animator/
add a comment |
Try your luck with this Javascript game engine list:
https://github.com/bebraw/jswiki/wiki/Game-Engines
Some of them are dedicated to 2D animations with sprites or Box2d physics.
Also there are commercial products for drawing 2D HTML5 animations, like http://www.sencha.com/products/animator/
Try your luck with this Javascript game engine list:
https://github.com/bebraw/jswiki/wiki/Game-Engines
Some of them are dedicated to 2D animations with sprites or Box2d physics.
Also there are commercial products for drawing 2D HTML5 animations, like http://www.sencha.com/products/animator/
answered Jul 12 '12 at 21:17
Mikko OhtamaaMikko Ohtamaa
46.8k28164299
46.8k28164299
add a comment |
add a comment |
If you are looking for 2D visualisation, your best option would be D3 or Two.js:
https://d3js.org
https://two.js.org
Sometimes, you need a simple knife to butter up things. Three.js is very much like a chainsaw when it comes to just achieve smooth graphics. It is more geared toward the 3 dimensional.
add a comment |
If you are looking for 2D visualisation, your best option would be D3 or Two.js:
https://d3js.org
https://two.js.org
Sometimes, you need a simple knife to butter up things. Three.js is very much like a chainsaw when it comes to just achieve smooth graphics. It is more geared toward the 3 dimensional.
add a comment |
If you are looking for 2D visualisation, your best option would be D3 or Two.js:
https://d3js.org
https://two.js.org
Sometimes, you need a simple knife to butter up things. Three.js is very much like a chainsaw when it comes to just achieve smooth graphics. It is more geared toward the 3 dimensional.
If you are looking for 2D visualisation, your best option would be D3 or Two.js:
https://d3js.org
https://two.js.org
Sometimes, you need a simple knife to butter up things. Three.js is very much like a chainsaw when it comes to just achieve smooth graphics. It is more geared toward the 3 dimensional.
answered Nov 22 '18 at 18:07
KonkretKonkret
937
937
add a comment |
add a comment |