HTML5,
canvas,
javascript 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:
Here is drawImage:
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
HTML5,
canvas,
javascript
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