jonobr1
The project Anitype dynamically creates and stores gifs of Two.js scenes: http://anitype.com/entries
I've found the portability to be fantastic. For instance http://patatap.com runs svg on iOS and canvas on Android. Two.js makes it simple to run either on the fly.
I'm currently developing a way to "cache" textures that don't change much so if you had a Two.Group that doesn't change much you can turn that into 1 texture. This will greatly increase performance as well. Thanks for checking it out!
#themoreyouknow
Some projects that use just animated 2D:
+ http://patatap.com/ + http://anitype.com/ + http://tether.plaid.co.uk/ (broken, sorry!) + http://vr.chromeexperiments.com
Interface stuff:
+ http://justareflektor.com/tech + https://dl.dropboxusercontent.com/u/1595444/experiments/anim...
These projects have had multi-million uniques throughout their existence. 3 other large scale projects coming out later this year that use Two.js..! And these are projects just made by me :P
It's the fastest way to notify me without giving out my email on this thread.
Taken from Two.js' site: Two.js is renderer agnostic enabling the same api to draw in multiple contexts: svg, canvas, and webgl.
There are many differences in addition to this, but this starts to give you an idea.
This background is much of the motivation for the library.
From my gut, I'd say that the WebGL renderer is fast at rendering lots of shapes with only translation / rotation transformations applied to them. SVG is highly optimized on Webkit and handles shape morphing really well and so the SVG renderer handles that really well. Canvas sits somewhere in between the two.
This is a test of a lot of shapes morphing. It visualizes SoundCloud songs: http://jonobr1.github.io/Neuronal-Synchrony/?url=https://sou...
It may take awhile to load...
Along these lines I've written projects in canvas only to realize later I should've written in SVG. One of the aims of two.js is to afford a canonical API for the developer. So the idea is that if you're rendering lots of particles and not doing any manipulation to individual particles, canvas or webgl will render faster than svg. Two.js aims to make it easier to test and switch around between the contexts. However, I should caveat all of this with two.js is very nascent...