PreloadJS has evolved quite a bit since it was first introduced, and due to browser quirkiness, a huge effort has gone into edge-case handling, which has caused the code to become somewhat complicated in places. For the upcoming CreateJS release, … Continue reading →
EaselJS is a very performance sensitive library. We’ve always worked hard to optimize code as we went, but with this release we put a lot of work into not only making things faster, but actively measuring improvements, and holding ourselves … Continue reading →
Our past experiments demonstrated that there is no benefit to building a general purpose WebGL renderer for EaselJS. Modern canvas implementations already do a great job at rendering arbitrary 2D content on the GPU, and they use native code to … Continue reading →
Please note that SpriteStage & SpriteContainer classes are now deprecated and have been replaced by the much faster and easier to use StageGL! As WebGL becomes more widely supported in browsers, we’re proud to announce that after working in collaboration with Mozilla, … Continue reading →
The upcoming version of CreateJS is going to include some substantial updates to the event model. These changes will impact all of the libraries, and should provide a more powerful, consistent way to work with events. onEvent Handlers In the … Continue reading →
Since my previous post discussing why we don’t support width & height in EaselJS, I decided to polish off and include a bounds solution we had previously roughed out. It comprises three new methods available on all display objects: getBounds(), … Continue reading →
Update: Limited support for calculating bounds has been added. Read more here. I get asked a lot why EaselJS does not support width and height values on DisplayObject instances. It’s an obvious feature to add, and would enable a lot … Continue reading →
In August 2012, we successfully launched a project we are very proud of, the Atari Arcade. We used CreateJS extensively to provide a suite of re-imagined games, including an SDK that enables developers to build and submit their own games. … Continue reading →