spryte 0.2.0 → 0.2.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +23 -0
- package/package.json +1 -1
package/README.md
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<img src="https://debuff.jp/spryte/icon.svg" alt="spryte" width="96">
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# spryte
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**Blazing fast 2D rendering for the web: 2–4× faster than the most popular renderer, at a ninth of its size.** Every number is checked pixel for pixel in [2dbench](https://github.com/debuffjp/2dbench), an open benchmark you can [run on your own device](https://debuffjp.github.io/2dbench/mobile.html).
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requestAnimationFrame(frame);
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```
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## What it's for
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Games are where spryte started, but anything that draws lots of moving 2D things in a browser fits:
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- **Games:** bullet hells, particle effects, crowds, tile maps, sprite-sheet animation.
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- **Data visualisation:** animated scatter plots, flow fields, live sensor and market data with thousands of points.
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- **Creative coding and generative art:** particle systems, trails and shader effects, without a framework.
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- **Interactive sites and product UI:** hero animations, confetti, backgrounds and effects that stay smooth on phones.
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- **Simulations and education:** agent-based models, physics demos and visual explanations.
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## Why spryte
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Against PixiJS 8 on the same machine, assets and simulation, over 3 interleaved rounds, after a pixel-parity gate (desktop Chrome, RTX 5060 laptop). The comparison survived an adversarial fairness review, which lowered two of our earlier numbers. Method, raw data and caveats are in [benchmarks](https://github.com/debuffjp/spryte/blob/main/docs/benchmarks.md).
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## Docs
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- **Guides on debuff.jp:** [getting started](https://debuff.jp/spryte/getting-started), [sprites and frames](https://debuff.jp/spryte/sprites), [bulk sprites and particles](https://debuff.jp/spryte/bulk-sprites), [shapes and text](https://debuff.jp/spryte/shapes-and-text), [transforms and clipping](https://debuff.jp/spryte/transforms-and-clipping), [render targets and shaders](https://debuff.jp/spryte/render-targets-and-shaders), [pixel art](https://debuff.jp/spryte/pixel-art)
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- **[Migrating from PixiJS](https://debuff.jp/spryte/migrating-from-pixijs):** the mental model, a mapping table, and moving just your hot path first
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- [Changelog](https://github.com/debuffjp/spryte/blob/main/CHANGELOG.md)
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- [API reference](https://github.com/debuffjp/spryte/blob/main/docs/api.md)
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- [Architecture](https://github.com/debuffjp/spryte/blob/main/docs/architecture.md)
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- [Benchmarks and method](https://github.com/debuffjp/spryte/blob/main/docs/benchmarks.md)
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- `draw.dispose()` releases every GPU resource and listener. Using a disposed `Draw` throws.
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- WebGL context loss is handled: drawing pauses while the context is lost (`draw.contextLost`), and textures re-upload after it's restored. Render targets come back blank. This is checked with a real GPU context loss in `npm run test:browser`.
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## Help and feedback
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Questions, ideas and show-and-tell: [Discord](https://discord.gg/jshbDHSpCY). Bugs: [open an issue](https://github.com/debuffjp/spryte/issues/new/choose) with your browser, GPU and a small repro.
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## Sponsors
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All of our projects are free and MIT licensed. [Sponsor on GitHub](https://github.com/sponsors/debuffjp) to keep them that way: from Power-up ($100/month) your logo goes here and on [debuff.jp](https://debuff.jp), with bigger placements as you level up. Studios after performance help or a bigger partnership: [greg@updog.jp](mailto:greg@updog.jp).
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## Licence
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MIT
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package/package.json
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