handbrake-js
Video encoding / transcoding / converting for node.js (by 75lb)
ccapture.js
A library to capture canvas-based animations at a fixed framerate (by spite)
Our great sponsors
handbrake-js | ccapture.js | |
---|---|---|
1 | 12 | |
548 | 3,473 | |
- | - | |
3.3 | 0.0 | |
12 months ago | over 1 year ago | |
JavaScript | JavaScript | |
GNU General Public License v3.0 or later | MIT License |
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
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.
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.
handbrake-js
Posts with mentions or reviews of handbrake-js.
We have used some of these posts to build our list of alternatives
and similar projects.
ccapture.js
Posts with mentions or reviews of ccapture.js.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2023-02-25.
-
Making YouTube video with React
I also tried to find a better recording method. Since I’m now using canvas, there are some solutions to recording that seemed quite elegant. For example, paper.js uses requestAnimationFrame to achieve its smooth animation. There are libraries like ccapture.js that hooks into the various methods like requestAnimationFrame and setInterval, allowing it to render each frame separately.
-
how to save scene as image file in three.js?
I actually spent a fair bit of time on this and eventually got something to work. Someone named "spite" made a great library called CCapture for doing this, but it needs to be updated and repackaged for ES6. Right now it is painful to integrate into your project, but it could be super-easy. You can help to encourage someone to fix the issues here.
-
Help! does anyone know how to export p5.js into WebM?
Check out CCapture.
- How to download/export animation ?
-
How to create a video editor that works in your browser.
The image capture step uses ccapture to ensure that the playback frame is converted to an image. All frame images to webm video.
-
qgis2threejs export to gif
ccapture.js basically let's you write out frames from a threejs camera, which you then stitch together with ffmpeg.
-
rivers
I use ccapture, using the png option, which will spit out a tar with a png of each frame, and then I stitch them with ffmpeg.
-
[p5.js] Flame.
This video is 1800 frames (30 FPS * 60s)... a browser trying to save 1800 individual frames would lock up and die. Ccapture.js hooks into the browser's rendering code and captures the frames as a 'blob' - a binary object that is often used for streaming video - and then wraps them up into one single download.
-
[p5.js] Swirling the drain
p5.js runs the sketch, ccapture.js captures all of the frames (1800 in this video), and ffmpeg combines the frames into an MP4.
-
[p5.js] Surfing the simplex.
I use ccapture.js, which captures the frames as a blob in real-time then exports it as a .tar file full of jpgs when the sketch is finished (with 'finished' defined as reaching 1800 frames, in this case). This is a lot better than having the browser try to save 1800 jpgs the usual way.
What are some alternatives?
When comparing handbrake-js and ccapture.js you can also consider the following projects:
ffmpeg.wasm - FFmpeg for browser, powered by WebAssembly