I became a VUE artist, when VUE 5 was released, and eventually went up the ladder to V.15 Complete. And , where I got tired of waiting hours, to create that "Perfect picture." And , why VUE failed miserably as an animation tool. VUE, for all it's improvements and changes, was basically stuck in the 90's, and still using the archaic frame building architecture found in WINDOWS . AVI. . IF , I wanted to animate anything, IT was going to be limited, and a VERY slow process. I.E. A two minute Ocean Sim, would take days to render, and the output, at best. COOL. but, with the brutally long, render times; IT basically became an expensive, worthless tool.
Would I still recommend this for beginners? - YES, for the simple reason, it introduces them 3-D modeling, and scene development. IT'S also a good tool for matte artists, because creating a simple PHOTO REAL background ,takes very little time.
OVER the years, though, I found the software, was real flakey, and prone to crashing. SO, in the end, I simply got tired of the nonsense, and moved on. I USE UNREAL 5 now, and it's a totally different world. I can create, and a fully animated scene, in a matter of minutes... and in full 3D , and with pre-animated objects. IT was game changer.
SO, final words? I would give VUE a plug , for ease of use, and stunning photo real output, but, would not be my choice for an animation solution. Just, by it's design.
I simply had too many bad experiences with the software. I hope the company focuses more on system stability, instead of adding MORE tweaks. MY assessment of V6.I , was very mixed. IT crashed constantly, yet, eventually was stable enough to use. V.9 , compete was an amazing program, and that's where E-ON got it right. Where they got it wrong, was the product was NOT affordable for the average user, and was also a factor; in me dropping the platform.
Based on our record, Pixi.js should be more popular than Vue. It has been mentiond 5 times since March 2021. We are tracking product recommendations and mentions on various public social media platforms and blogs. They can help you identify which product is more popular and what people think of it.
It says right there: "Play God with the ultimate landscape generator" and that's what it did. You generate a random terrain, mould it to how you want it, set the levels of trees, water, grass, type of sky etc, set the camera position, and then it would render it for you. These days there are many more options: Terragen, Vue, World Machine, World Creator, Instant Terra, Bryce. Source: almost 3 years ago
If you're into video game dev, then PixiJS is something you need to know about. It's a HTML5 game engine that provides a lightweight 2D library across all devices. This latest update has a new package structure, custom builds, graphics API overhaul, and lots more. You can read about all these changes in the PixiJS Migration Guide. Also big congrats to PixiJS for being part of the open source community for ten... - Source: dev.to / about 1 month ago
I would need a renderer to display the graphics of my calculations on the "backend". After some research I think pixijs which is written in TS could be a great tool. Source: about 1 year ago
And if that seems to up your alley you could look into Javascript game/renderer frameworks. They have 2D engines like https://github.com/photonstorm/phaser or https://github.com/pixijs/pixijs . Or my personal choice A-Frame which is a 3D, AR and VR engine (XR) https://github.com/aframevr/ . Source: over 1 year ago
This has a high risk of being confused with pixi.js: https://github.com/pixijs/pixijs. - Source: Hacker News / over 2 years ago
WebGL, I hear, has a similar API to OpenGL. (Also, WebGPU is coming at some point.) Or, you could use a thin library that handles the WebGL drawing of sprites for you. I prefer that option over using a full game engine: I find it's better to only include dependencies when they become necessary. I recently tried a web rendering library called PixiJS, and it seemed like a pretty clean and nice-sized API, and... Source: almost 3 years ago
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