Comments (13)
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?
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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.
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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 ?
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Does Pixi support caching like in easeljs ?
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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?
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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!
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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.
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Cool! All help is welcome! Could be a good chance for ya to level up ya webGL skillz? :)
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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.
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@GoodBoyDigital Ha! Perhaps :-) Last time I tried to dig into webgl, it made my head spin.
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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 :)
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considering this question answered.
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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.
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Related Issues (20)
- Bug: Incorrect calculation of vTextureCoord when scaling parent container HOT 1
- Bug: pointerover/pointerout fire twice when eventMode HOT 9
- Bug: BitmapText multiline and missing characters
- Bug: v8.0.0-rc.5 Culled containers are culled forever HOT 4
- Bug: Pixi 8 build with vite get warning and pixi crashes when minify is turned on HOT 2
- Bug: 8.0.0-rc.5 no longer renders sprites on Firefox HOT 2
- Bug: in docs, example for PIXI.Geometry draws a dovetail instead of a square HOT 2
- Bug: v8.0.0-rc.6 Texture.update() not working as expected
- Bug: Transparent Background doesn't work HOT 2
- Bug: When curve the text, the bounds of the text get cut off in pixijs 4.8.9 HOT 1
- Bug: Adding fill to certain Graphics with reversed normals causes lineStyle stroke to reverse inner/outer position
- Bug: 'Worker is not defined' with Pixi 7.4.0 and Node v18.17.1 HOT 15
- Bug: Incorrect Text color
- Bug: v8.0.0-rc.7 Calling Texture.update() causes texture rendering to fail HOT 2
- Bug: v8.0.0-rc.7 Exception when rendering odd-sided polygon after even-sided polygon
- Feature Request: Add Multi-Touch events HOT 4
- Bug: v8.0.0-rc.7 Canvas texture conflicts with Graphics when WebGL is used HOT 3
- Bug: v8.0.0-rc.7 iterating into a container and using removeChild causes object to to not be rendered
- Bug: v8.0.0.rc-8 Texture.update() does not update when source is resized HOT 3
- Bug: Empty sprite can break graphics rendering when using WebGPU + Chrome in 8.0.0-rc.9 HOT 2
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