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HTML5/Javascript - Drawing on the Canvas

I've been playing around with canvas, and as noted throughout the web, there are distinct differences in performance across the various browsers.  Below is a good example of this; I've created a little wierd/rotation/exploding particle demo, but I used two different method to draw the particles to the canvas, fillRect and drawImage, and the performance difference (anectdotably) is surprising. (Both are drawing 2000 'particles')

Here is fillRect:

Start/Pause - Click here!
Reset

Here is drawImage:

 

Start/Pause - Click here!
Reset

So, depending on your browser, there's a noticable difference between the two.

More on the HTML5 theme, my next side project is a simple 3d engine in Javascript. I'm sure there's one that exists somewhere out there already, but that's no fun! I already have some of the work done into, once I get some of the rotation math into it, I'll post up a quick demo, so far it's looking pretty good. In the end, though, the canvas is pretty cool and will make websites in the near future to become pretty exciting. :D

First!

So, the site is somewhat up, still messing around with the look and feel and getting the hang of the software.  Hopefully soon I'll get some screenshots of our games up, and then hopefully actually get a game or two out! :O :O  In the meantime, if you're actually readining this as the only post on the site, Congrats! You're WAAAYYYY ahead of the curve! and please come back to the site and see it when there's actually real content here! :)