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I'm a graphics noobie and need help understanding the capabilities of the various javascript 2D libraries. . .

  • What do I get out of Pixi.js that I don't get out of a canvas-based library such as Konva?
  • What do I get out of Konva.js that I don't get out of an HTML/SVG/CSS library such as D3.js?

All I understand at this point is that Pixi is a WebGL library, and so you get faster rendering via GPU. But, I don't know how to describe what Konva does / how it works.

Any help with lingo etc would be immensely appreciated!

user2132190
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  • First you need to decide about Canvas vs SVG. If it's Canvas, I cannot give you an experience-based answer. If it's SVG, D3.js is a proven industry standard with a formidable dev community. Just compare the numbers of Q&A in Stack Overflow for D3 and other libraries. – Michael Rovinsky Sep 16 '19 at 07:38

1 Answers1

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It all depends on your use case. What exactly do you want to draw?

There are many other similar libraries for every use case. If you are not sure - just make a small prototype with each framework. You will see what works better for you.

lavrton
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    Be careful, some libraries work with WebGL and others not. Take account of that for better performance. – mtnp Jun 11 '21 at 07:52