Posts Tagged ‘svg’

Saturday, November 2nd, 2013

Could this be the library that makes SVG the vector replacement for Flash? Snap.svg being based on the SVG standard makes it a better fit for mobile and smaller computing.

Snap.svg is like Raphaël, and actually made by the same author Dmitry Baranovskiy. This library is sponsored by Adobe so this not only looks great as a library, but has the right support. Snap.svg is a very usable way to get vector graphics more accessible to creative iteration and into more content on mobile. It also makes working with SVG very simple over the verboseness of the declarative svg tags.

Silverlight and other xml based declarative markup vector/graphics libraries are nice for interop but it also causes problems with support across many browsers, exporters, etc. It is getting easier and there needs to be a way to get vector based content animating on mobile devices in browsers. d3.js, another awesome svg library,  has made it easy to combine data and svg/vector based beautiful charts, maps and more.  But Snap.svg has the library that looks more friendly to Flash type architecture and libraries combined with the simplicity of jquery like javascript selectors and control. The binary nature of Flash content can’t compare on the standard front so having Adobe interested in sponsoring a vector library that is standard is great. In the end neither Silverlight or Flash won but a combined vector and declarative vector framework in SVG has found new life with mobile and it appears a new contender in vector animation and interactive content.

Adobe, along with CreateJS and Cordova/PhoneGap has really been moving in good directions with sponsoring libraries and open source toolkits for mobile content creators.

Snap.svg makes it easier to use SVG and you can animate it.

Another unique feature of Snap is its ability to work with existing SVG. That means your SVG content does not have to be generated with Snap for you to be able to use Snap to work with it (think “jQuery or Zepto for SVG”). That means you create SVG content in tools like Illustrator, Inkscape, or Sketch then animate or otherwise manipulate it using Snap. You can even work with strings of SVG (for example, SVG files loaded via Ajax) without having to actually render it first which means you can do things like query specific shapes out of an SVG file, essentially turning it into a resource container or sprite sheet.

Finally, Snap supports animation. By providing a simple and intuitive JavaScript API for animation, Snap can help make your SVG content more interactive and engaging.



Friday, December 17th, 2010

EaselJS is a new library from Grant Skinner that somewhat mimics the Flash display list/display object heirarchy.  It is the result of the game Pirates Love Daisies which demonstrates some great gameplay in html5.

The API is loosely based on Flash’s display list, and should be easy to pick up for both JS and AS3 developers. In our preliminary testing, Easel appears to be fully compatible with iOS, Android, and all major browsers that support the canvas element.

Lots of great javascript libraries have been made public including such contributions as this, Three.js (3d canvas/svg/webgl), Lettering.js (typography), audio.js (audio) and many many others, a complete pipeline is emerging. EaselJS adds to that a helpful flash like api for html5 (<canvas> + javascript).

The API contains these familiar classes for Flash/AS3 developers:


Abstract base class for all display elements in Easel. Exposes all of the display properties (ex. x, y, rotation, scaleX, scaleY, alpha, shadow, etc) that are common to all display objects.


The root level display container for display elements. Each time tick() is called on Stage, it will update and render the display list to its associated canvas.


A nestable display container, which lets you aggregate display objects and manipulate them as a group.


Draws an image, video or canvas to the canvas according to its display properties.


Displays animated or dynamic sprite sheets (images with multiple frames on a grid), and provides APIs for managing playback and sequencing.


Renders vector drawing instructions within the context of the display list.

Friday, October 29th, 2010

John Nack from Adobe has been presenting Adobe tools exporters to html5 recently.  One is a Flash to html5 convertion tool. It looks good for converting flash vector assets to html5, but you could also use the Illustrator exporter to html5 (canvas/svg) for static assets.

This converter doesn’t appear to do anything for scripted animation or code, just exporting assets via old skool timeline. But this is definitely the right idea.

Sunday, April 25th, 2010

A new Javascript 3D Engine that can render to Canvas and SVG has been released by mr. doob.

Mr. doob is a well known Flash developer that has added many great experiments and cool contributions without being stuck to one technology, making some great interactive projects in javascript, chrome experiments and html5 (canvas/svg) in addition to the work in Flash with toolkits like Papervision 3D.  Recently the Harmony html5/javascript sketching project generated lots of interest for an html5 sketching app.

Three.js is great because it is a 3d engine built with renderers in SVG and Canvas makes to a really good base for modular, cross platform 3d engine right now (as soon as IE9 joins the party). For a while a good javascript rendering library will need to support multiple renderers for browser differences in performance and supported dependencies like canvas, svg and webgl. Three.js has that reality as part of the design.

Currently the engine only supports particles and triangles/quads with flat colors. The aim is to keep the code as simple and modular as possible.

At the moment the engine can render using <canvas> and <svg>. WebGL rendering would come at a later stage but feel free to fork the project and have a go.

Although this allows 3D for iPhoneOS and Android platforms the performance on these devices is not too good.

Sample Code:

var camera, scene, renderer;

    setInterval(loop, 1000 / 60);

    function init()
        camera = new Camera(0, 0, 1000);

        scene = new Scene();

        renderer = new CanvasRenderer();
        renderer.setSize(window.innerWidth, window.innerHeight);

        for (var i = 0; i < 1000; i++)
            var particle = new Particle( new ColorMaterial(Math.random() * 0x808008 + 0x808080, 1) );
            particle.size = Math.random() * 10 + 5;
            particle.position.x = Math.random() * 2000 - 1000;
            particle.position.y = Math.random() * 2000 - 1000;
            particle.position.z = Math.random() * 2000 - 1000;
            scene.add( particle );


    function loop()
        renderer.render(scene, camera);

Wednesday, January 13th, 2010

Gordon, a flash runtime written in javascript, is an interesting project that recreates the Flash Player into svg using javascript from a flash source swf file.

UPDATE: Also check out smokescreen for the same, html5/javascript interpreting SWF files.

This is an interesting direction. There are most likely many things that do not work about this approach for existing content. But it is also a neat way to create new content that might be simple enough to play on desktop and a mobile version.

All these examples work on an iPhone or iPod Touch.