66多个开源JavaScript游戏引擎web前端

By admin in web前端 on 2019年5月4日

Animation
Physics

Animation Physics and The Realization Of Animation In Browsers,

Animation Physics

利用 HTML(5) + Javascript +
CSS就能开发惊人的游戏。下面将要介绍JavaScript游戏引擎包括了:3D、动画、
Canvas、Math、颜色、声音、WebGL等方面。

Background

With the development of computer science technology, people are facing
more and more information everyday. The traditional static way to
display information can’t always make our brains excited in the age of
information explosion. In this artcile, I will show your the science
behind the general animation.

Background

With the development of computer science technology, people are facing
more and more information everyday. The traditional static way to
display information can’t always make our brains excited in the age of
information explosion. In this artcile, I will show your the science
behind the general animation.

1. General JS Game Engine

 Akihabara


Akihabara is a set of libraries, tools and presets to create pixelated
indie-style 8/16-bit era games in Javascript that runs in your browser
without any Flash plugin, making use of a small small small subset of
the HTML5 features, that are actually available on many modern browsers.

web前端 1

 

bdge


BDGE is a game engine written in Javascript that uses HTML5 Canvas and
Audio to create in-browser games.

web前端 2

Canvex: FPS game
engine


Canvex is an experimental browser-based FPS game engine in the HTML
<canvas> tag, which be believed to work in the following browsers, on
any operating system and with no external plugins.

web前端 3

 

Cocos2D


Cocos2d-javascript is a 2D game/graphics engine based on cocos2d-iphone
but designed to run in the web browser. It uses the latest features
available in HTML 5 allowing real-time rendering of 2D graphics without
the need for plug-ins such as Adobe Flash.

web前端 4

 

Crafty 


Crafty is a lightweight, modular JavaScript game engine to easily
produce high quality games. Includes a large variety of components such
as animation, event management, redraw regions, collision detection,
sprites and more.

 web前端 5

 

Diggy


Diggy is a DHTML Game Engine (DGE).

web前端 6

 

FlixelJS


FlixelJS is direct port of Flixel from AS3 to Javascript
(HTML5/Canvas). 

web前端 7 
 

GameJS


GameJS is a library for writing 2D games or other interactive graphics
applications for the HTML Canvas. GameJs already provides sprites,
sprite groups (and collision detection between any of the two), font
rendering, image handling, an event loop with keyboard/mouse support as
well as resource preloading, AStar search, javascript server integration
with RingoJs and more.

web前端 8

 

GammaJS


Gamma is a new Javascript library which can be used to create 2.5D
platform games for a web browser using the power of HTML, JavaScript,
CSS and WebGL.

 web前端 9

 

gameQuery


gameQuery is a jQuery plug-in to help make javascript game development
easier by adding some simple game-related classes. It’s still in an
early stage of development and may change a lot in future versions. The
project is hosted on GitHub (it was hosted on Google Code before) and a
twitter page where you can follow the daily progress of the development.

web前端 10

 

gTile: Javascript tile based game
engine


gTile is a browser based game engine entirely in Javascript and DHTML. A
two dimensional tile based view has been chosen for simplicity and
accessibility. Game play is achieved through rich interactions and
behaviors of game objects, rather than fancy graphics or animation.

The engine is perhaps best suited to creating adventure and roguelike
style games, but may also be used to create 2D virtual world
representations of communities and geographical locations.

 web前端 11

 

Impact


Impact is a JavaScript Game Engine that allows you to develop HTML5
Games in no time. Games created with Impact require no browser plugins
or any software installations – just a modern browser that supports the
Canvas tag.

 web前端 12

 

Isogenic
Engine


The Isogenic Game Engine is a project to create a fully-featured modern
game engine written entirely in Javascript, running on all the latest
web browsers and utilising either HTML Canvas or standard HTML elements
as the draw space.

web前端 13

 

Javascript 2D Game
Engine


The Javascript 2D Game Engine (for want of a more exciting name), is
more or less just that. It’s a 2D engine I’ve developed, in javascript,
with the primary purpose for creating games. It models shapes as rigid
bodies, which can collide and be influenced by forces. Runga Kutta 4 is
used to produce (fairly) stable integration for springs and and charge.

Now at version 4, the 2D engine now uses HTML 5′s canvas tag, and
Google’s ExplorerCanvas to get it working in IE. The canvas is fairly
widespread these days, so it should be supported fairly widely.

web前端 14

web前端, 

Javascript Game Engine with
CSS


This is a free game engine developed for programming browser based
games.  It uses the Javascript language and CSS (Cascading Style Sheets)
to dress up the page.  They run pretty reliably together.  Use this
engine to create your own game.  This project is intended for beginners,
wanting to learn how to program video games.  Better if you’re a web
designer that knows some CSS.

web前端 15

 

Javascript Gamelib:Javascript games
programming
library


Brent Silby has built upon the official 2.09 version of the Gamelib
released by Scott. He says his improvements are:

  • properties for sprites such as jumping, falling, fallspeed, etc.
  • tile handling for backgrounds and platforms. It’s basically the same
    as the sprite module, but (of course) the tiles are not updated on
    each cycle to save speed. “This is incomplete but I have used it in
    my games,” he says.
  • the old V2.09 gamelib modules have been kept in a separate folder

 web前端 16

 

jGen


jGen is a game engine build in JavaScript,

 web前端 17

 

jsGameSoup


jsGameSoup is a Free Software framework for making games for the web
using Javascript and HTML5. Abstract away some of the complexity of
developing Javascript games for multiple browsers. Currently runs under
new versions of Firefox (Gecko), Safari/Chrome (WebKit), IE 6.0 and
higher. Doesn’t depend on any proprietary technologies like Flash or
Silverlight.

 web前端 18

 

js-verge


js-verge is a javascript game engine largely based on (and importing
file assets from) the VERGE game engine.

web前端 19

 

Propulsion


Propulsion is a JavaScript game development framework for the HTML5
canvas element.Some features of Propulsion include:

  • Support for any type of two dimensional game development.
  • Code patterns that are simple, yet robust and make sense for use
    with JavaScript.
  • A clear separation between different parts of the framework.
  • Support for collisions between any convex polygons.

Propulsion is licensed under the MIT License.

web前端 20

 

Rosewood


Rosewood is a 2D Javascript gaming engine for all your browser-based
gaming needs, without the flash.

web前端 21

 

ryanwilliams


ryanwilliams is a re-implementation of cocos2d for the Web using HTML5
and JavaScript.

web前端 22

 

Sarien.net


Sarien.net interpreter is 2D Adventure JS game engine based GPL license.

web前端 23

 

The ClanFX Javascript Game
Engine


clanfx is a 2D, tile-based Javascript game engine developed using
Javascript and CSS. It currently works in Firefox, Epiphany and Opera
browsers. Features include many animated sprites, spell effects,
buildings, tiles/textures and basic game AI.

web前端 24

 

The GMP Javascript Game
Engine


GMP is a fast, free, javascript game engine, dual licenced under GPLv2
and MIT licenses. It’s small, simple, and easy to learn and use.

web前端 25

 

The Render
Engine


The Render Engine is a cross-browser, open source game engine written
entirely in JavaScript. Designed from the ground up to be extremely
flexible, it boasts an extensive API and uses the newest features of
today’s modern browsers.

web前端 26

 

Persistence of vision

Persistence of vision refers to the optical illusion that occurs when
visual perception of an object does not cease for some time after rays
of light proceeding from it have ceased to enter the eye. According this
phenomenon, people build animation. In ancient China, people draw a bird
and a birdcage on different side of a pan. When you twist the pan, you
will see the bird in the birdcage. It’s the early application of
persistence of vision.

Persistence of vision

Persistence of vision refers to the optical illusion that occurs when
visual perception of an object does not cease for some time after rays
of light proceeding from it have ceased to enter the eye. According this
phenomenon, people build animation. In ancient China, people draw a bird
and a birdcage on different side of a pan. When you twist the pan, you
will see the bird in the birdcage. It’s the early application of
persistence of vision.

Tom’s Halls – A JavaScript Platform Game Engine


Tom’s Halls is a JavaScript platform game engine. Version 3.0 of Tom’s
Halls basically “completes” the game – literally, as there is now a
game-won sequence. Game-wise the playing area has been increased to 41
screens, various new retro sprites make an appearance, and many of the
existing screens have been tweaked and revised.

web前端 27

 

Unity3D


Unity 3 is a game development tool(JS background, include commercial 
and free version) that has been designed to let you focus on creating
amazing games.

web前端 28

 

vegalib


Vegalib is a library and other related tools for creating games using
Vexi.
web前端 29

 

xc.js


xc.js is a framework for HTML Canvas games in Javascript. It’s
simple and fun to use and you can even try it out right here in your
browser.

But that’s not all. xc.js also runs on other platforms. You can
write your games in Javascript and run them in all sorts of cool places
(like on your phone!).

web前端 30

 

Television broadcasting system and frame

According to the persistence of vision, people can watch animation if we
play a series of images in a very short time. But how short the time is?
TV in the era of the use of analog signals, television broadcasting
system mainly PAL, NTSC, SECAM three, they were using different frame
rates. NTSC requires 25 frames in a second while PAL and SECAM require
25 frames in a second. In lastest monitor can play 240 frame a secord,
it bring a better experience of watching animation.

Television broadcasting system and frame

According to the persistence of vision, people can watch animation if we
play a series of images in a very short time. But how short the time is?
TV in the era of the use of analog signals, television broadcasting
system mainly PAL, NTSC, SECAM three, they were using different frame
rates. NTSC requires 25 frames in a second while PAL and SECAM require
25 frames in a second. In lastest monitor can play 240 frame a secord,
it bring a better experience of watching animation.

2. Some 3D JavaScript Engine

C3DL


The Canvas 3D JS Libary (C3DL) is a JavaScript library that will make it
easier to write 3D applications using WebGL. It provides a set of math,
scene, and 3d object classes that makes WebGL more accessible for
developers that want to develop 3D content in browser but do not want to
have to deal in depth with the 3D math needed to make it work.

web前端 31

 

CopperLicht? – fast WebGL JavaScript
3D Engine


CopperLicht is a JavaScript 3D engine for creating games and 3d
applications in the webbrowser. It uses the WebGL canvas supported by
modern browsers and is able to render hardware accelerated 3d graphics
without any plugins.

web前端 32

 

GLGE


GLGE is a javascript library intended to ease the use of WebGL; which is
basically a native browser javascript API giving direct access to openGL
ES2, allowing for the use of hardware accelerated 2D/3D applications
without having to download any plugins.

The aim of GLGE is to mask the involved nature of WebGL from the web
developer, who can then spend his/her time creating richer content for
the web.

 web前端 33

 

JS3D (alpha): The 3d Javascript
Graphics Layer


JS3D is a library which allows you to have interactive 3d objects on
your website, such as the spinning cube at the top of the page. The 3d
effect is created using actual text, try selecting the text on the cube
above! This is different from the approach of, for instance, these
folks, who have made a better quality renderer, which is much more
processor intensive. To see more functionality scroll to the demo
section.

web前端 34

 

O3D


WebGL implementation of O3D is an open-source JavaScript API for
creating rich, interactive 3D applications in the browser. Originally
built as a browser plug-in, this new implementation of O3D is a
JavaScript library implemented on top of WebGL.

 

Pre3d: a JavaScript 3d rendering
engine


Pre3d is a Javascript 3D rendering engine.

 

Sandy
3D


Sandy is a Flash 3D engine, available in 3 versions: AS2, AS3 and
haXe(to JS).

 

SpiderGL


SpiderGL is a JavaScript 3D Graphics library which relies on WebGL for
realtime rendering.

SpiderGL provides typical structures and algorithms for realtime
rendering to developers of 3D graphics web application, without forcing
them to comply with some specific paradigm (i.e. it is not a scene
graph) nor preventing low level access to the underlying WebGL graphics
layer.

 

three.js


three.js is a javascript 3D engine. The aim of this project is to create
a lightweight 3D engine with a very low level of abstraction (aka for
dummies). Currently the examples are the documentation. Be aware that
the API may change from revision to revision breaking backwards
compatibility.

 

3D

3D movie technology has improved sharply in the passing years. The
following images will show you why we can see 3d movies.

 

web前端 35

 

web前端 36

Whatever the technology we use, the key why we can see 3d movied is our
brain. Our brain can merge 2 images into one!

3D

3D movie technology has improved sharply in the passing years. The
following images will show you why we can see 3d movies.

 

web前端 35

 

web前端 36

Whatever the technology we use, the key why we can see 3d movied is our
brain. Our brain can merge 2 images into one!

3. JavaScript physics engine

Box2DFlash


This is a port of Box2DFlash 2.1a to JavaScript . I developed an
ActionScript 3 -to- JavaScript converter to generate the code.

There already exists a port to JavaScript called Box2dJs, but it’s not
up-to-date and you have to import a big amount of JavaScript files in
every project, whereas my version is stored in a single file.

 

Acoustics

The early movies are black and white and silent, but the sound is
clearly indispensable. The sound also has its 3D world! Our brain can
also composite the sound you hear from left ear and right ear. I believe
the acoustics is a very big topic so that I’d like to further this topic
in the other articles.

Animation In Browsers

Acoustics

The early movies are black and white and silent, but the sound is
clearly indispensable. The sound also has its 3D world! Our brain can
also composite the sound you hear from left ear and right ear. I believe
the acoustics is a very big topic so that I’d like to further this topic
in the other articles.

Animation In Browsers

4. Animation JavaScript Framework

sprite.js


The sprite.js framework lets you create animations and games using
sprites in an efficient way. The goal is to have common framework for
Desktop and mobile browsers.

sprite.js has been tested on Chromium, Firefox, Android emulator and
Opera.

 

Background

October 2014m HTML5 standard officially released. In the ealier time,
the only officially standard was the HTML 4.01 which was released in

  1. Obviously, the HTML4 has been out of data for a long time. At the
    begining of the 21st century is a period of rapid development of the
    internet. In order to meet the increasingly complex requirements of the
    interaction, Java Applet, ActiveX, Flash, Microsoft Silverlight, SVG and
    the other front-end technology bloom in that era. Then we went through a
    battle of browser. In that time, developers have to write one style 4
    times (-o, -webkit, -moz, -ms). Of course, there are still many ways to
    avoid writting 4 times. Sass, Less and some other solutions came to the
    world. Almost at this time, the internet for mobile rose. Because
    Android and IOS’s native browser both use the webkit core, it is more
    convenient to coding HTML5 for mobile.

web前端 39

The diversity of technology must lead to the increase in learning. Apple
killed flash when it delivered the IPhone4. HTML5 standrad came to the
word eventually.

HTML5 defines simple animation, excessive, browser storage,
multi-threaded, websocket and some other features which only appeared in
the native system in the past. However the battle of browsers never
ends. The barriers always exists in the latest technology field. After
few years of PhoneGap, a wind of React Native blows up. Web Audio is
still a draft, it’s still hard to apply 3D TV technology in browser. The
good news is that we have more and more technoloy for our creation.

Background

October 2014m HTML5 standard officially released. In the ealier time,
the only officially standard was the HTML 4.01 which was released in

  1. Obviously, the HTML4 has been out of data for a long time. At the
    begining of the 21st century is a period of rapid development of the
    internet. In order to meet the increasingly complex requirements of the
    interaction, Java Applet, ActiveX, Flash, Microsoft Silverlight, SVG and
    the other front-end technology bloom in that era. Then we went through a
    battle of browser. In that time, developers have to write one style 4
    times (-o, -webkit, -moz, -ms). Of course, there are still many ways to
    avoid writting 4 times. Sass, Less and some other solutions came to the
    world. Almost at this time, the internet for mobile rose. Because
    Android and IOS’s native browser both use the webkit core, it is more
    convenient to coding HTML5 for mobile.

web前端 39

The diversity of technology must lead to the increase in learning. Apple
killed flash when it delivered the IPhone4. HTML5 standrad came to the
word eventually.

HTML5 defines simple animation, excessive, browser storage,
multi-threaded, websocket and some other features which only appeared in
the native system in the past. However the battle of browsers never
ends. The barriers always exists in the latest technology field. After
few years of PhoneGap, a wind of React Native blows up. Web Audio is
still a draft, it’s still hard to apply 3D TV technology in browser. The
good news is that we have more and more technoloy for our creation.

5. Sound JavaScript library

SoundManager


Using HTML5 and Flash, SoundManager 2 provides reliable cross-platform
audio under a single API

100% Flash-free MP3 + MP4/AAC where supported. Works on iPad, iPhone iOS
4

Seamless flash fallback for MP3/MP4 content, if needed

HTML5/Flash API switching is transparent, handled internally

WAV + OGG playback possible via HTML5, if supported

See useHTML5Audio for implementation details

This browser’s <HTML5> vs. Flash support (best guess): 

 

GPU&CPU

In the early browser, the task is single-threaded. All the work for
graphic, network and calculation is done in one thread. In the absence
of WebGL and CSS3 era, engineers never think about the GPU in front-end
programming. With the development of HTML5, graphics technology has been
rapid improved. Hardware acceleration went into thr front-end engineers’
eye sight.

Before diving in the browser, let’s figure out the difference between
CPU and GPU. According to John von Neumann’s computer system, the
computer consists of operator, controller, memory, input device and
output device. CPU is known as the operator of the computer while GPU
slowly went the public eye in the current years. Modern CPU using
multi-core design, each core has a large enough cache, you can handle a
variety of complex operations. GPU has more cores compared to each, but
each core cache is smaller relative to the CPU. GPU is more suitable for
3D rendering calculations.

In the browser, CPU does the the traditional DOM operation and 2D
animation calculation while GPU take the response of rendering WebGL and
3D things. There are many APIs in the traditional DOM for Javascript
calls, Dom’s data structure can be repeatedly read and modified, which
is more dependent on the cache. In WebGl, the content of the Canvas can
not be read once it is rendered, and the programmer usually creates
other data structures to store the data model, and each rendering is
relatively independent. The real scence of browser’s rendering, CPU and
GPU are usually used together.

web前端 41

GPU&CPU

In the early browser, the task is single-threaded. All the work for
graphic, network and calculation is done in one thread. In the absence
of WebGL and CSS3 era, engineers never think about the GPU in front-end
programming. With the development of HTML5, graphics technology has been
rapid improved. Hardware acceleration went into thr front-end engineers’
eye sight.

Before diving in the browser, let’s figure out the difference between
CPU and GPU. According to John von Neumann’s computer system, the
computer consists of operator, controller, memory, input device and
output device. CPU is known as the operator of the computer while GPU
slowly went the public eye in the current years. Modern CPU using
multi-core design, each core has a large enough cache, you can handle a
variety of complex operations. GPU has more cores compared to each, but
each core cache is smaller relative to the CPU. GPU is more suitable for
3D rendering calculations.

In the browser, CPU does the the traditional DOM operation and 2D
animation calculation while GPU take the response of rendering WebGL and
3D things. There are many APIs in the traditional DOM for Javascript
calls, Dom’s data structure can be repeatedly read and modified, which
is more dependent on the cache. In WebGl, the content of the Canvas can
not be read once it is rendered, and the programmer usually creates
other data structures to store the data model, and each rendering is
relatively independent. The real scence of browser’s rendering, CPU and
GPU are usually used together.

web前端 41

6. Canvas JavaScript library

Artisan
JS


ArtisanJS is a JavaScript library that aims to make in-browser drawing
very, very easy.

 

burst


Burst is a javascript vector animation engine for the HTML5 Canvas
supporting SVGs, Blender3D objects, timelines, easing, command chaining
and callbacks

 

CAAT


CAAT: Canvas Advanced Animation Tookit CAAT in essence is a
multi-instance director-based Scene graph manager.

 

canto-js


canto.js is a small JavaScript library that improves the HTML5 Canvas
drawing API to support features such as:

  • method chaining
  • relative coordinates
  • polylines
  • SVG path commands
  • turtle graphics
  • easier specification of drawing attributes

 

CAKE – Canvas Animation Kit
Experiment


CAKE is a JavaScript scene graph library for the HTML5 canvas tag. You
could think of it as SVG sans the XML and not be too far off.

 

CamanJS


CamanJS is an attempt at providing a simple to use interface for
dynamically manipulating images completely in JS. It strives to provide
much of the basic functionality you would find in something like
Photoshop. By this I mean, image contrast, brightness, levels,
saturation, etc.

 

CanvasContext2DWrapper


Wrapper for HTML5 Canvas Context 2D properties and methods, enabling
chaining.

It’s intended to be simple, small and not add new functionalities
besides method chaining, it doesn’t overwrite the native
prototypes/objects and can be used interchangeably with native Context2D
methods/properties, works just as a wrapper to native calls.

 

canvg


canvg is a Javascript SVG parser and renderer. It takes a URL to a SVG
file or the text of an SVG file, parses it in JavaScript, and renders
the result on a Canvas element. The rendering speed of the examples is
about as fast as native SVG.

 

doodle.js


Doodle-js is An Animation Library for JavaScript. Some of the features:

  • Use the Canvas drawing API with sprites and a scene graph.
  • Event handling and dispatch for objects.
  • Nodes maintain transforms, bounds, and other useful properties.
  • If you’re coming from ActionScript 3, you’ll feel right at home!

 

easel.js


The new Canvas element in HTML5 is powerful, but it can be difficult to
work with. It has no internal concept of discrete display elements, so
you are required to manage updates manually. The Easel Javascript
library provides a full, hierarchical display list, a core interaction
model, and helper classes to make working with Canvas much easier.

 

gury.js


gury.js is a jQuery inspired canvas utility library.

 

fabric.js


Fabric.js is a framework that makes it easy to work with HTML5 canvas
element. It is an interactive object model on top of canvas element. It
is also an SVG-to-canvas parser.

Using Fabric.js, you can create and populate objects on canvas; objects
like simple geometrical shapes — rectangles, circles, ellipses,
polygons, or more complex shapes consisting of hundreds or thousands of
simple paths. You can then scale, move, and rotate these objects with
the mouse; modify their properties — color, transparency, z-index, etc.
You can also manipulate these objects altogether — grouping them with a
simple mouse selection.

 

HTML 5 Canvas
Library


A basic HTML 5 canvas drawing library for those familiar with the
java.awt.Graphics class in Java. It also comes with a JavaScript
implementation of the game Breakout to demonstrate using the library.

 

layered-canvas-library


The Layered Canvas Library (LCL) is a javascript library that helps
manage objects on the Canvas element. The LCL implements a two tier
layer manager that creates and contains items within it. The layer
manager attaches mouse events to each item contained, and allows the
user to define handlers for each event, per item.

The layer manager also allows for each layer contained to be promoted,
or demoted over another layer. The layer manager, and each layer, and
item contained, is defined with a draw function. The draw function
executes user defined code to draw the item, layer, or each layer
contained consecutively.

 

MooTools Canvas
Library


This library provides functionality to manage and interact with the
content of a html5 canvas element. It emulates layers and items that can
be manipulated and managed and provides mouse-events to the items.

This library is inspired by Michael Camden’s layered-canvas-library but
I made this one a little more compact, skipped some features, added some
and tried to streamline the way the lib is interacted with. It is built
utilizing many features of the MooTools javascript framework which is
responsible for reduced filesize, great OOP and flexible events.

 

Pixastic


Pixastic is a JavaScript library which allows you to perform a variety
of operations, filters and fancy effects on images using just a bit of
JavaScript.

 

processing.js


Processing.js is the sister project of the popular Processing visual
programming language, designed for the web. Processing.js makes your
data visualizations, digital art, interactive animations, educational
graphs, video games, etc. work using web standards and without any
plug-ins.

You write code using the Processing language, include it in your web
page, and Processing.js does the rest. It’s not magic, but almost.

 

Rapha?l


Rapha?l is a small JavaScript library that should simplify your work
with vector graphics on the web. If you want to create your own specific
chart or image crop and rotate widget, for example, you can achieve it
simply and easily with this library.

 

Stackblur


Stackblur is a Javascript / Canvas based implementation library.

 

toxiclibsjs


Toxiclibs.js is a javascript port of Karsten Schmidt’s Toxiclibs for
Java and Processing. Toxiclibs.js works great with the Processing.js
visualization library for but is not dependent on it. It can be used
with other libraries such as Raphael.js, Three.js or by itself.

 

Unveil.js


Unveil is a data exploration and visualization toolkit that utilizes
data-driven software design.

 

CSS animiation

In CSS3, there are 2 new properties, transition and animation. We can
only use CSS3 to build some simple animation. But more importantly, we
can get a glimpse of some of the basic elements of animation. Duration,
delay, time-function, and property are necessary elements. Compared to
Javascript animation, CSS3 animation rendering process is the browser
automatically, the code level of the control ability is more weak. In a
browser that supports matrix transformations, transform’s animated
browser optimizes itself and the browser automatically use GPU to do the
hardware acceleration .

CSS animiation

In CSS3, there are 2 new properties, transition and animation. We can
only use CSS3 to build some simple animation. But more importantly, we
can get a glimpse of some of the basic elements of animation. Duration,
delay, time-function, and property are necessary elements. Compared to
Javascript animation, CSS3 animation rendering process is the browser
automatically, the code level of the control ability is more weak. In a
browser that supports matrix transformations, transform’s animated
browser optimizes itself and the browser automatically use GPU to do the
hardware acceleration .

7. WebGL

WebGLU


WebGLU is both a set of low-level utilities and a high-level engine for
developing WebGL based applications. WebGLU is designed such that a
developer can focus on the end result with a minimum of fuss and code,
but doesn’t hand hold developers who want more control. This is achieved
by exposing the raw GL object and also many lower-level functions for
working with it and the WebGL API.

 

Dom animation

DOM animation relative to the Canvas animation, which are elements can
be directly interactive, more consumption of CPU resources. In the
process of rendering the browser interface, redraw and rearrangement has
been happening, and will produce greater performance consumption. The
redraw occurs when the style attribute of the element changes, and the
rearrangement occurs when the element’s position property or the DOM
tree changes. In the DOM tree, the rearrangement of the parent node
causes the rearrangement of the child nodes, and the absolute
positioning elements that get rid of the document flow are relatively
more suitable for DOM animations.

Dom animation

DOM animation relative to the Canvas animation, which are elements can
be directly interactive, more consumption of CPU resources. In the
process of rendering the browser interface, redraw and rearrangement has
been happening, and will produce greater performance consumption. The
redraw occurs when the style attribute of the element changes, and the
rearrangement occurs when the element’s position property or the DOM
tree changes. In the DOM tree, the rearrangement of the parent node
causes the rearrangement of the child nodes, and the absolute
positioning elements that get rid of the document flow are relatively
more suitable for DOM animations.

8. Color

color.js


color.js can be used in any ECMAScript environment as it does not make
use of the DOM. color.js is very useful on the server-side and the
client-side, The color.js CSS module defines all of the standard CSS
colors for use in color.js.

 

Canvas animation

Canvas has 3D and 2D rendering modes. Different from the DOM element,
Canvas inside the graphics can not be drawn after the need to clear the
drawing board to redraw. If you need to store any information, you need
to use Javascript to create some other objects to save. Because the
redraw of the entire Canvas will bring a lot of performance consumption,
the common optimization method is part of the redraw Canvas and multiple
canvas to achieve animation.

Canvas animation

Canvas has 3D and 2D rendering modes. Different from the DOM element,
Canvas inside the graphics can not be drawn after the need to clear the
drawing board to redraw. If you need to store any information, you need
to use Javascript to create some other objects to save. Because the
redraw of the entire Canvas will bring a lot of performance consumption,
the common optimization method is part of the redraw Canvas and multiple
canvas to achieve animation.

9. Math

Sylvester


Sylvester is a JavaScript library designed to let you do mathematics
with vectors and matrices without having to write lots of loops and
throw piles of arrays around.

It includes classes for modelling vectors and matrices in any number of
dimensions, and for modelling infinite lines and planes in 3-dimensional
space. It lets you write object-oriented easy-to-read code that mirrors
the maths it represents.

SVG animation

SVG is an extensible markup language used to describe vector graphics.
In early browsers, SVG existed as a plugin, and modern browsers built
support for SVG. SVG also has some of the features of the DOM and Canvas
elements. First, all SVG elements can be assigned an ID and then
operated directly via the Javascript API. By changing the element
properties, you can change its appearance. Compared to DOM elements, SVG
elements can show more richer images, and almost all vector graphics can
be represented by various Bessel curves. Bessel curves can be converted
directly to each other, a lot of irregular graphics transition animation
is based on SVG.

SVG animation

SVG is an extensible markup language used to describe vector graphics.
In early browsers, SVG existed as a plugin, and modern browsers built
support for SVG. SVG also has some of the features of the DOM and Canvas
elements. First, all SVG elements can be assigned an ID and then
operated directly via the Javascript API. By changing the element
properties, you can change its appearance. Compared to DOM elements, SVG
elements can show more richer images, and almost all vector graphics can
be represented by various Bessel curves. Bessel curves can be converted
directly to each other, a lot of irregular graphics transition animation
is based on SVG.

Timeline

Animation is based on the art of time, no matter what technology you use
to achieve animation, time is a very important element. In the browser,
there are two kinds of basic units of time, natural time and frame
number of two units. The two units can be converted to each other, but
will be subject to the calculation of the thread resources. Animals in
natural time are animations such as CSS animations, SVG animations, and
Javascript in APIs such as setTimeout, setInterval, and so on. And
requestAnimationFrame is based on the number of computer frames to
achieve animation. Relatively speaking requestAnimationFrame is more
suitable for drawing animation, better performance. SetTimeout and
setInterval Although the same function can be implemented on a surface
with different APIs, the browser is not the same in the threading
mechanism of the browser. The difference here is especially true when
the browser resources are tight.

Timeline

Animation is based on the art of time, no matter what technology you use
to achieve animation, time is a very important element. In the browser,
there are two kinds of basic units of time, natural time and frame
number of two units. The two units can be converted to each other, but
will be subject to the calculation of the thread resources. Animals in
natural time are animations such as CSS animations, SVG animations, and
Javascript in APIs such as setTimeout, setInterval, and so on. And
requestAnimationFrame is based on the number of computer frames to
achieve animation. Relatively speaking requestAnimationFrame is more
suitable for drawing animation, better performance. SetTimeout and
setInterval Although the same function can be implemented on a surface
with different APIs, the browser is not the same in the threading
mechanism of the browser. The difference here is especially true when
the browser resources are tight.

Summary

Thanks to our brains, we can see and hear the 3d world. It is also our
brains that give us the feeling of the world.

With the knowledge of browser, we can focus more on the detail of
animation. It meams both better experience and more smooth communication
with the engineers.

 

Summary

Thanks to our brains, we can see and hear the 3d world. It is also our
brains that give us the feeling of the world.

With the knowledge of browser, we can focus more on the detail of
animation. It meams both better experience and more smooth communication
with the engineers.

 

Physics and The Realization Of
Animation In Browsers, Animation Physics Background With the
development of computer science technology, people are facing more and
more…

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