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proce55ing is great for what it is / does, but there's a large gap between that and building functional games and animations, which isn't addressed by their screen graph model (nor this one). At issue, and missing, are parent-child relationships in which transformations and mouse events can be factored or transmitted up or down a display chain in the screen graph. To my knowledge, the only existing library that does this on Canvas is StrikeDisplay (strikedisplay.blogspot.com). In general, the ability to do that doesn't impinge on the ability to use native canvas vector functions in any way; but it simplifies the mixture of vector and raster images for animation, and acts as a better tool to let coders focus on the game they're trying to build rather than the intricacies of the canvas processing -- or to step it up, the raster and/or vector transformations -- behind something like:

var a = new Sprite(); var b = new Sprite(); a.addChild(b); b.x = 100; a.rotation = 45;

Which ideally should rotate both a and b by 45 degrees clockwise, with b offset in the rotation around a's axis by 100 px.




EaselJS allows a parent-child display list relationship and mouse interactions with sprites. http://easeljs.com/


hm. EaselJS has evolved since I last saw it. The parent-child relationships look good. +1. -1 is Grant got the same idea I had about two years ago after seeing my code, and has gone through 3.2 major revisions to still arrive at a relatively inferior product with 10x as much code. (yeah, I wrote strikedisplay =) Not only that, he's the loon who's responsible for Flash 5 being a completely unusable product because of his insanely horrible side panel components and his greed in pushing them through with Adobe. Oh yeah, I also insulted him about the project panel which led him to rip off my work from StrikeDisplay.

All that aside, it does appear that in the newest version Grant has finally caught up to almost where my code was about a year ago, and since I haven't maintained the project for almost two years, that's saying a lot =) Great work Grant! If I had a serious HTML5 project, I'd just loooove to use your code for it =\ hah. Although I'm sure if one of those arises I could write something better in a few hours.

The trouble is, right now there is still nothing to be gained from writing something on a Canvas. It's too slow to play on an iphone, and there's no point in using it on a desktop when you can use Flash. And now anybody can release a game in html5 w/o any coding whatsoever, guaranteed. Grant: We are both pissing on the same lamppost in hopes of adding a tiny pile of sodium to it. Who gives a fck. Seriously, God Bless, just "rule the universe in HTML5". I only wrote my code a couple years ago to prove it was slower than the same thing in Flash. You want to make a life's work out of it? 3.2 major revs? Go ahead man.




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