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GoodBoyDigital avatar GoodBoyDigital commented on March 29, 2024

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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Tolmark12 avatar Tolmark12 commented on March 29, 2024

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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weepy avatar weepy commented on March 29, 2024

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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weepy avatar weepy commented on March 29, 2024

Does Pixi support caching like in easeljs ?

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GoodBoyDigital avatar GoodBoyDigital commented on March 29, 2024

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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GoodBoyDigital avatar GoodBoyDigital commented on March 29, 2024

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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Tolmark12 avatar Tolmark12 commented on March 29, 2024

@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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GoodBoyDigital avatar GoodBoyDigital commented on March 29, 2024

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

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weepy avatar weepy commented on March 29, 2024

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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Tolmark12 avatar Tolmark12 commented on March 29, 2024

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

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GoodBoyDigital avatar GoodBoyDigital commented on March 29, 2024

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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englercj avatar englercj commented on March 29, 2024

considering this question answered.

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lock avatar lock commented on March 29, 2024

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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