Timeline for JavaScript rendering: Canvas or DIV?
Current License: CC BY-SA 3.0
7 events
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Apr 13, 2017 at 12:18 | history | edited | CommunityBot |
replaced http://gamedev.stackexchange.com/ with https://gamedev.stackexchange.com/
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Jul 24, 2012 at 13:50 | vote | accept | Romeo | ||
Jul 23, 2012 at 16:02 | comment | added | jcora | You're not reinventing the wheel. And even if you were, that would be good for learning. Start low, and then make your way up. Go to my GitHub and get some loaders and other useful scripts, if you want. The link is on my profile page. | |
Jul 23, 2012 at 11:01 | comment | added | Romeo | What about a canvas library? Should i use an already made canvas library for rendering? I remember that the person who got me into web developing told me once "stop tryin' to reinvent the wheel". | |
Jul 23, 2012 at 9:56 | comment | added | jcora | Consider not using an engine, it's more than possible. developer.mozilla.org/en/Canvas_tutorial | |
Jul 23, 2012 at 1:11 | comment | added | Romeo | The game that i have in mind will have a pretty big world which will include a lot of elements. Now, i gave RuneScape as example because i'm planning to load the world as the player moves (like they do). Returning to the engines problem: i've already tryied Crafty which IMHO is the best designed from that list, the problem seems to be the rendering as i loaded 800 tiles and then when i drag-n-drop, the movement is not so smooth. link | |
Jul 23, 2012 at 1:02 | history | answered | jcora | CC BY-SA 3.0 |