Displaying 1 to 20 from 20 results

pixi

  •    Javascript

The aim of this project is to provide a fast lightweight 2D library that works across all devices. The PixiJS renderer allows everyone to enjoy the power of hardware acceleration without prior knowledge of WebGL. Also, it's fast. Really fast. PixiJS is a rendering library that will allow you to create rich, interactive graphics, cross platform applications, and games without having to dive into the WebGL API or deal with browser and device compatibility.

melonJS - a fresh & lightweight javascript game engine

  •    CSS

Note that due to the cross-origin request policy implemented in most browsers (that prevents from accessing local files), you will need to either disable this security check (see the tutorial), or better use a "personal" local web server like the grunt connect task that is used for building melonJS (see below for building melonJS).

litegraph

  •    Javascript

A library in Javascript to create graphs in the browser similar to Unreal Blueprints. Nodes can be programmed easily and it includes an editor to construct and tests the graphs. It can be integrated easily in any existing web applications and graphs can be run without the need of the editor.




awesome-canvas - A curated list of awesome HTML5 Canvas with examples, related articles and posts.

  •    

A curated list of awesome Canvas examples, related articles and posts. Inspired by awesome-python. Please take a quick gander at the contribution guidelines first.

canvas-sketch - [beta] A framework for making generative artwork in JavaScript and the browser.

  •    Javascript

This is in early beta stages, don't expect it to work reliably across versions yet. I'm looking for collaborators and beta testers, so please post an issue if you find any problems or want to help out with this project in some way. canvas-sketch is a loose collection of tools, modules and resources for creating generative art in JavaScript and the browser.

json2d - Express vectorial content in JSON using canvas2d directives

  •    Javascript

json2d is a thin wrapper to expose canvas2d API in a JSON DSL. The goal is to statically describe scalable content. You have to define your viewport size and the rendering will scale to the canvas size and will also keep your ratio (it will fit the biggest centered rectangle).


picasso - Picasso is a high quality vector graphic rendering library

  •    C

Picasso is a high quality vector graphic rendering library. It has high performance and low footprint. Picasso provides a set of high level 2D graphics API, which can be used to a GUI system, rendering postscript, rendering svg images and so on. It support path, matrix, gradient, pattern, image and truetype font.

shmup.re - Learning Reason/OCaml by making an old-school canvas game.

  •    OCaml

Also, if you want to make something similar, the canvas2d bindings used here were extracted and merged into the bs-webapi project.

ImageInGame.js - Simple sprites and images management for HTML5 games

  •    Javascript

Image In Game is a simple sprites and images management tool for HTML5 games.

canvas - Canvas is a Go library based on OpenGL that tries to provide the HTML5 canvas API as closely as possible

  •    Go

Canvas is a Go library based on OpenGL that tries to provide the HTML5 canvas API as closely as possible. Many of the basic functions are supported, but it is still a work in progress. The library aims to accept a lot of different parameters on each function in a similar way as the Javascript API does.

geojs - High-performance visualization and interactive data exploration of scientific and geospatial location aware datasets

  •    Javascript

Primarily developed by Kitware and Epidemico. GeoJS is intended to bridge the gap between GIS, Geospatial Visualization, Scientific Visualization and Infovis. GeoJS is more than just a GIS library as users can create scientific plots such as vector and contour and can embed infovis plots using D3.js. GeoJS aims for high-performance visualization and interactive data exploration of scientific and geospatial location aware datasets. GeoJS supports features such as Point, Line, Polygon, and advanced features such as Pixelmap, Contour, Heatmap, and Choropleth.

pman - Desktop media player, written entirely in Haxe, based on modern web technologies

  •    Haxe

PMan is a desktop media player/manager, written in the Haxe language, running on Electron. PMan's goal is to be as complete as possible as a media player/viewer, but also to provide media management/networking/organizational utilities to the user, as well as basic editing features. PMan is still very much a work in progress, but for standard media viewing, it's stable most of the time. If you're interested in giving it a go, you can download any one of the official releases (latest), or build and run from source. There's no mac support yet, as I have no mac on which to test or build, but I'm hoping to be able to add support soon.

tic-tac-toe - An example tutorial built with git-tutor https://github.com/lesnitsky/git-tutor

  •    Javascript

An example tutorial built with git-tutor https://github.com/lesnitsky/git-tutor

canvas - Draw on an HTML 2D canvas in a web browser from a server program using WebSockets.

  •    Go

This Go module uses WebSockets to communicate with a 2D canvas graphics context in a web browser. It offers a portable way to create interactive 2D graphics from within a Go program. The Go program (server) sends draw commands to the web browser (client) via WebSockets using a binary format. The client in return sends keyboard, mouse and touch events to the server.

Canvas2DtoWebGL - Ports (almost) all Canvas2D functions to the GPU so it can be mixed with a WebGL canvas

  •    Javascript

Canvas2DtoWebGL.js ports almost all the methods from the regular Canvas2D context (CanvasRenderingContext2D) of HTML5 to WebGL calls, this allows to mix 3D in your 2D Canvas or the opposite (to create GUIs, debug info, etc), and in some cases it could even improve the performance of your regular Canvas2D (when working with big images). It uses litegl.js as the base WebGL library. To improve performance it doesn't generate garbage (reuses the same containers). It can work with non power of two textures (no mipmaps obviously). It is easy to tweak, all the parameters are publicly available inside the context (matrix, colors, etc). Textures handlers are cached inside the Image object itself, this means that reusing the same images between different Canvas2D context would have a performance penalty.






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