audience-minutes
PixiJS
audience-minutes | PixiJS | |
---|---|---|
2 | 116 | |
38 | 42,552 | |
- | 0.8% | |
5.0 | 9.9 | |
6 months ago | 5 days ago | |
C++ | TypeScript | |
MIT License | MIT License |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
audience-minutes
- Ask HN: Tips to get started on my own server
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Ask HN: How to build online calculator website?
Here's my personal goto:
Find some minimal CSS framework. My preference is Skeleton [0] or Bootstrap [1]. The key is just finding something minimal that works without too much fuss. Personally, I rather have a minimal framework provide 'responsiveness' so I don't have to worry about it but I also want it to get out of the way of anything I do.
Use JQuery [2]. Don't rely on CSS for animations or interactivity. In theory CSS does a lot. In practice it's a nightmare to use and to get it play well with whatever else I'm doing in the page.
Write in "bare" HTML and "vanilla" JavaScript. Don't use a static site generator and don't use a JavaScript framework.
Port in JavaScript libraries as needed. Some of the ones I tend to use are numeric.js [3], downlaod.js [4] and audience-minutes [5]. If you're doing spreadsheet things, maybe there's some JS package out there that will help.
Doing "raw" HTML/"vanilla" JavaScript makes me effectively unhirable but for limited scope side projects where I have full control and want to minimize bit-rot, this is fine.
The point is to create something that's minimal and focuses on functionality. The CSS is just there to make it not look like a Web 1.0 page but otherwise steps out of the way to focus on the actual usage of the application.
For context, here are some projects where I've used this philosophy (all open source, feel free to pilfer): Noixer [6], Resonator Voyant Tarot [7], Boston Train Track (now defunct) [8], CalebHarrington.com (an artist friend) [9], What Is This License [10], HSV Hero [11].
[0] http://getskeleton.com/
[1] https://getbootstrap.com/
[2] https://jquery.com/
[3] https://github.com/sloisel/numeric
[4] https://github.com/rndme/download
[5] https://github.com/berthubert/audience-minutes
[6] https://mechaelephant.com/noixer/
[7] https://abetusk.github.io/ResonatorVoyantTarot/
[8] https://github.com/abetusk/bostontraintrack
[9] https://calebharrington.com/
[10] https://mechaelephant.com/whatisthislicense/
[11] https://mechaelephant.com/hsvhero
PixiJS
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Release Radar • March 2024 Edition
If you're into video game dev, then PixiJS is something you need to know about. It's a HTML5 game engine that provides a lightweight 2D library across all devices. This latest update has a new package structure, custom builds, graphics API overhaul, and lots more. You can read about all these changes in the PixiJS Migration Guide. Also big congrats to PixiJS for being part of the open source community for ten years now! 😮.
- Ask HN: Tips to get started on my own server
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JavaScript Libraries That You Should Know
6. Pixi.js
- JSON Canvas – An open file format for infinite canvas data
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A Visual Interactive Guide to Bloom Filters
https://pixijs.com/ and https://gsap.com/. All of the source code for my posts can be found at https://github.com/samwho/visualisations :)
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My thought on different engines
For full web games (yeah, I come from the web, so I try to make my family proud), I will recommend PixiJS. It has great support for TypeScript and works very well with Vite. It's lighter than other game engines, so it's better for web games. But you will need to do a lot of things by yourself.
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Not only Unity...
PixiJS (MIT/TypeScript) https://github.com/pixijs/pixijs
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Rebuilding Isometric World
That approach works well for what I was trying to archive but I am planning on adding more functionality into the website. Hence in this article, let me rebuild the project using Pixi.js and it’s React binding, React Pixi.
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Ask HN: Possible to make a game engine in the browser?
https://openarena.live/
There's also a bunch of Javascript game engines: https://github.com/collections/javascript-game-engines
Of those, BabylonJS seems pretty powerful for 3D: https://www.babylonjs.com/games/
Or PixiJS for 2D: https://pixijs.com/
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Consider web technologies for game development
https://pixijs.com/ is more of a 2D rendering framework, but powerful and very fast
What are some alternatives?
streamlit - Streamlit — A faster way to build and share data apps.
Konva - Konva.js is an HTML5 Canvas JavaScript framework that extends the 2d context by enabling canvas interactivity for desktop and mobile applications.
bostontraintrack - Simple real time tracking of the Boston Red, Orange and Blue metro lines using Open Street Map (via OpenLayers) and the MBTA's real time metro tracking. (service is now shut down)
Phaser - Phaser is a fun, free and fast 2D game framework for making HTML5 games for desktop and mobile web browsers, supporting Canvas and WebGL rendering. [Moved to: https://github.com/phaserjs/phaser]
numeric - Numerical analysis in Javascript
react-canvas - High performance <canvas> rendering for React components
download - file downloading using client-side javascript
A-Frame - :a: Web framework for building virtual reality experiences.
ResonatorVoyantTarot - An experiment in creating generative tarot cards.
Leaflet.PixiOverlay - Bring Pixi.js power to Leaflet maps
bulma-templates - free flexbox templates built with the bulma css framework
cocos2d-html5 - Cocos2d for Web Browsers. Built using JavaScript.