views:

1114

answers:

8

I am currently investigating options for working with the canvas in a new HTML 5 application, and was wondering what is the current state of the art in HTML canvas JavaScript libraries and frameworks?

In particular, are there frameworks that support the kind of things needed for game development - complex animation, managing scene graphs, handling events and user interactions?

Also willing to consider both commercial and open source products.

+3  A: 

Take a look at the processingjs framework. Also the upcoming mootools version 2.0 has the art projekt to work with canvas

eskimoblood
ProcessingJS is an interesting approach to the problem, but it's essentially a procedural DSL implemented in JavaScript, not sure it can scale to non-trivial applications. Will check the MooTools option.
Toby Hede
Yeah, Processing is a data viz prototyping language. The fact that there's a Javascript port is neat, but that hardly makes it an HTML 5 framework.
Peter Bailey
The question was about a canvas framework not html5, and thats whats processingJS is.
eskimoblood
@eskimoblood Pardon my semantics error. Canvas framework is what I was getting at.
Peter Bailey
+35  A: 

I've been working on fabric.js — a canvas library to help with exactly that — manipulating objects on canvas, by handling events and user interactions. It's not released yet, but take a look at a simple preview demo.

You can also see it in action in this design editor, which it was originally created for.

Edit: The project is now available on github (open-sourced under MIT License)

kangax
What does it do on IE? ExplorerCanvas?
musicfreak
That is a phenomenal demo, extremely impressive project
bvmou
@musicfreak Yes, ExplorerCanvas. Btw, it passes all ~900 tests in IE9 (4th preview), using its native canvas support.
kangax
Wow, this is awesome!
attack
Is there a project page for fabric.js anywhere? I'm pretty interested in learning more about it.
Arne Roomann-Kurrik
amazing amazing stuff.
Anurag
Whoa, just what I need... I actually was frustrated with how difficult it was to manage functions this library so seamlessly handles!
Shouvik
+1  A: 

There is an interesting library that aims to improve some of the fundamentals of working with the canvas API called canto.js by David Flanagan, author of Javascript: The Definitive Guide.

bvmou
Might be a useful foundation for a framework that handles the higher-level stuff.
Toby Hede
+3  A: 

CAKE.js is no longer being maintained but is a fairly powerful framework - http://code.google.com/p/cakejs/

Demos here - http://glimr.rubyforge.org/cake/canvas.html, http://glimr.rubyforge.org/cake/missile_fleet.html

Castrohenge
Awesome. Looks pretty sophisticated. And in a world of OS, you are only 1 enthusiast away from being actively maintained :)
Toby Hede
A: 

Aves Engine is really really great: http://www.dextrose.com/en/projects/aves-engine

Also, Akihabara seems good: http://www.kesiev.com/akihabara/

CrociDB
Aves is unreleased and apparently doesn't use canvas. Pretty impressive demos though.
Toby Hede
Aves doesn't use canvas at all, take a look at this: http://paulbakaus.com/2010/07/19/why-canvas-is-not-an-obvious-choice-for-web-games/
alcuadrado
+10  A: 

I'm surprised no one has mentioned WebGL, and frameworks built on it. I would consider it high on the list for state-of-the-art for 3D GPU-accelerated graphics and complex animation on HTML canvas / javascript.

WebGL is a cross-platform, royalty-free web standard for a low-level 3D graphics API based on OpenGL ES 2.0, exposed through the HTML5 Canvas element as Document Object Model interfaces. ...

WebGL brings plugin-free 3D to the web, implemented right into the browser. Major browser vendors Apple (Safari), Google (Chrome), Mozilla (Firefox), and Opera (Opera) are members of the WebGL Working Group.

WebGL is very solid in its support for GPU-accelerated graphics. Check out these GLSL shader demos. :-) And see ChemDoodle as an example of user interaction.

I've been working on an app using Google's O3D framework, which manages the scene graph, and uses WebGL for rendering (it used to use its own plug-in). O3D is a work in progress, and its documentation is not completely up to date, but it is under active development, and there are some good demos out there. 3D Pool may be most up your alley. The Google developers are very responsive to questions in the discussion group.

There are a number of other frameworks built on WebGL; see here. Ones that mention game development and scene graphs include Copperlicht, SceneJS, X3DOM.

WebGL runs in recent development builds of several browsers, but not IE. I've been using Firefox ("Minefield") and Chromium with good results. You will need one of these to run the above demos. However if your requirements are that it must have no dependencies beyond HTML 5 canvas / js, WebGL may not be the right choice. It doesn't look like IE will support it anytime soon.

LarsH
+2  A: 

Raphael seems a pretty good canvas library; it's SVG-based (or VML-based in Internet Explorer), and thus supports a lot of user input events. It's fairly small (60kb gzipped), so isn't too large a dependency.
It seems to have a nice tweener too: http://raphaeljs.com/reference.html#animate (see here and here for examples).

For an example of what it can do, have a look at this clever little demo.

Hope this helps!

Donald Harvey
SVG is not the same thing as canvas though
Toby Hede
+1  A: 

If you want to use Javascript, Dojo is a great way to go. It has a compact, cross-platform (SVG, VML, Canvas, Silverlight) vector graphics API that is very powerful. You can find it in dojo.gfx and dojox.gfx.

We've used this to build an interactive physics tutor that allows students to draw vectors, ellipses, etc (even append images) and perform all sorts of transformations on them. You can see what we've done at http://gideon.eas.asu.edu/web-UI/login.html --just login with any username.

I've taken a look at fabric.js and dojox.drawing does a lot of the same things. If you look at the tests in the toolkit (once you've got it its dojox/drawing/tests/) you find examples of everything from vector graphics to images to programmatically created shadows.

ace