Paper.js — The Swiss Army Knife of Vector Graphics Scripting. Paper.js is an open source vector graphics scripting framework that runs on top of the HTML5 Canvas. It offers a clean Scene Graph / Document Object Model and a lot of powerful functionality to create and work with vector graphics and bezier curves, all neatly wrapped up in a well designed, consistent and clean programming interface. Paper.js is based on and largely compatible with Scriptographer, a scripting environment for Adobe Illustrator with an active community of scripters and more than 10 years of development. Paper.js is easy to learn for beginners and has lots to master for intermediate and advanced users. Paper.js is developed by Jürg Lehni & Jonathan Puckey, and distributed under the permissive MIT License. Getting Started First of all, take a look at some of our examples.Download Paper.js or check out the latest version from our Github Repository.Want to learn Paper.js? Overview Browser Support
d3.jsarbor.jsVisualization Taxonomies - The Extreme Presentation(tm) MethodWith the explosion of interest in information visualization, I find taxonomies of visualization approaches to be very useful in organizing knowledge and facilitating use of different visualization approaches. The Periodic Table of Visualization Methods, hosted by the impressive Swiss Visual Literacy project, is the most comprehensive visualization taxonomy I have seen. It divides visualizations into Data, Information, Concept, Strategy, Metaphor, and Compound Visualizations. Each of these is then classified as a process or structure visualization, and further subdivided into whether they show detail, overview, or detail and overview, and whether they support convergent or divergent thinking. Dan Roam's Visual Thinking Codex, from his delightful book The Back of the Napkin, strikes an excellent balance between simplicity and comprehensiveness. The Codex can be found on p. 141 of Dan's book. Dan RoamTHE BACK OF THE NAPKINCopyright 2008 PortfolioAvailable at www.Amazon.com
OrbitAPIs To Use In Your Movie Movie Controls Stop and play a movie movie.play(); movie.stop(); movie.pause(); Control movie timeline movie.goto(2); // Goto frame 2 movie.goto('10s'); // Goto 10 seconds after start Stage Set background color stage.setBackgroundColor('red'); Set Framerate of the movie (frames per second) stage.setFramerate(30); Freeze and unfreeze the movie stage.freeze(); stage.unfreeze(); Draw a Path Create a new shape with a specified path. shape = new Path(); shape.moveTo(0, 0).lineTo(100, 0); shape.addTo(stage); Use SVG-like paths to create the same shape. Draw a rectangle Overview new Rect(x, y, width, height, cornerRadius) Draw a rectangle, at 0x0 of size 100x100 (still invisible) new Rect(0, 0, 100, 100).addTo(stage); Rectangle, with rounded corners of radius 5px (still invisible) new Rect(0, 0, 100, 100, 5).addTo(stage); Red rectangle with green border, 10px wide (visible) Rectangle with 1px borders of color 0xFFAABB, no fill color Half opaque rectangle of color rgba(100,100,255,0.5) Bitmap
HTML5 Game Dev TutorialsiOS 7.1 - minimal-ui is anything but minimal for HTML5 game developers Posted 15:16PM on March 20 2014 by Pascal Rettig This is a guest post from Odobo CTO Peter Mareš. As the developer program for real-money gaming, we assess the impact that any new software update is likely to have on our developer community. The positive news with iOS 7.1 is that this version presents a great opportunity for all HTML5 game developers and full screen app producers. The most exciting addition is a modification to how Safari handles web apps: it makes development easier, improves the look of games and enhances the player experience. In this article, we cover some iOS 7.0 history, prior solutions, and the future ahead with 7.1. iOS 7.0 Safari: a brief history In iOS 7.0, Mobile Safari hid the address bar and changed the behaviour of both full-screen browsing and full-screen mode. iOS 7.0 Safari: a temporary solution This provided a solution; however, it was a messy hack. Safari - full-screen ahead About Odobo
Category: DesignDiversity, communication, and Animal Crossing: New Leaf by Christian Nutt [04.02.14] Aya Kyogoku, co-director, and Katsuya Eguchi, producer, sit down and discuss the development of Animal Crossing: New Leaf, and how fostering a diverse, communicative team leads to the best results. Design, Production, Console/PC, Social/Online What's next for Puzzle & Dragons and GungHo? Giant Sparrow — Santa Monica, California, United States [04.22.14] Game Designer Blizzard Entertainment — Irvine, California, United States [04.22.14] Starcraft II - FX Artist Blizzard Entertainment is looking for an exceptionally skilled 3D FX artist to work on our StarCraft and Heroes of the Storm universes. Blizzard Entertainment — Irvine, California, United States [04.22.14] World of Warcraft - VFX Artist The World of Warcraft team is looking for an animation centric FX artist.
Getting Started With HTML5 Game DevelopmentThere are plenty of valid ways to create an HTML5 game, and quite a bit of material on the technical aspect of each, so for this article I’ll be giving more of a broad overview of HTML5 game development. How “HTML5” can be better than native, where to start with the development process, where to go when you’re stuck, and how to monetize and distribute games. Most of the audience here already sees the value in HTML5, but I want to re-iterate why you should be building an HTML5 game. If you are just targeting iOS for your game, write the game in Objective-C, the cons outweigh the benefits in that scenario… but if you want to build a game that works on a multitude of platforms, HTML5 is the way to go. Cross-Platform One of the more obvious advantages of HTML5 for games is that the games will work on any modern device. Unique Distribution Most HTML5 games that have been developed to this point are built in the same manner as Flash and native mobile games. Quicker Development Process js13kGames
DaRaFF/jsgamewikiStarter for the new HTML5 game developersA programmer's guide to creating art for your gameOne man game development studios are becoming more and more common these days and plenty of them are having success. That said, what do you do when that one man doesn't happen to be an artist? This post looks at some of the options the Indie game developer has for creating or acquiring art for their game. Pixel Art Big chunky pixels that look like they jumped out of the 1980s are becoming more and more common and there is a good reason for it. Pixel Art Example: Realm of the Mad God Realm of the Mad God is probably one of the most successful pixel art titles. If I am honest, far too many Indie titles are pixel art based… because it is probably the most accessible art style. Pixel Art Tools At the end of the day, any image manipulation tool that supports a "fat grid" can be used. Additionally a number of Pixel Art focused tools have been developed over the years as well. Pyxel Edit -- in beta, written in Air aseprite -- Allegro Sprite Editor. PD Pro -- commercial software. Tutorials Voxels Rez