> - I found that using SVG or HTML for complex animations is way to slow. That's why moos.app uses a custom WEBGL renderer.
Did you try Canvas2D? Also curious to what you used for the 2D rendering, did you do your own implementation?
Did you try Canvas2D? Also curious to what you used for the 2D rendering, did you do your own implementation?
The WEBGL renderer in this project is built from scratch because none were available that support SVG and were small enough for regular web pages. It allows me to upload paths and images to the gpu making fullscreen animations a lot more smooth.