Feats: Responsive Layout, Canvas2D fallback for slow mobile devices, Material Design Components, Google+ and Facebook integration, Physics engine (experimental port of Box2d), Wrapper for BabylonJS, StageXL Runtime Examples: BitmapFont, DragonBones, GAF, Spine, Particle, Flump
I don't have any basis for equivalent comparison, but it feels fast. Hitting around ~20000 sprites in their bunnymark test before it drops below 60 FPS. Also, for whatever bad rap it got, I still miss Flash. :)
Indeed it is fast :) And yes, many AS3 developers are missing the capabilities of Flash. Therefore we built StageXL on top of Dart to have a similar developer experience.
Does DragonBones render out to StageXL for HTML5 games? My team is trying to create explainer-animation-games ( our first one is up here: http://gun.js.org/explainers/basketball/basketball.html ) and I have been looking at your guys work for a while wondering how you get such gorgeous fluid animations. Any tips on where to start?
Yes absolutely! We started with a port of the AS3 runtime for DragonBones but were not happy with the code quality and the performance. Therefore we started the StageXL runtime for DrageonBones from scratch. The downside is that the new runtime does not support one or two of the features of the official runtimes. But animations like the one you showed in your example are completely covered. If you need something that is missing, just talk to us here: https://github.com/bp74/StageXL_DragonBones
Edit: Animation run at 60fps and look smooth because those animations are using bones and key frames. The runtime interpolates the motion of those bones between the keyframes.
To add to Kasper's reply, Dart is more active than it ever has before.
Part of that is just because of how versatile it is; it's not just a web programming language. It has multiple uses from mobile to web, back to front end. In fact, there's even a new OS where it's a first class citizen.
Watch some of the videos from the recent Dart summit and be amazed!
Yes it is. Google uses it internally with Angular Dart (a version of Angular made especially for Dart). And the Flutter project looks very interesting to built native mobile apps with Dart (instead of Java for example).
To be clear, those added functionality is not a plugin in the sense of that you need to install it. They are just libraries that are compiled to JavaScript. In the end you just need a browser that supports HTML5.
I came from using GameMaker Studio, so porting my game wasn't straightforward, but that's the fault of GameMaker and not StageXL.
Part of the reason I chose StageXL was because of Dart. I've never been a more productive, happier programmer than when I'm using Dart.
I'm using Cordova to wrap my game and distribute on the app stores and it's been a breeze to write a game that works well on both Android and iPhone.
I'm super excited to start using v1!