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Friday, July 1, 2022

Single Element Loaders: Going 3D!

For this fourth and final article of our little series on single-element loaders, we are going to explore 3D patterns. When creating a 3D element, it’s hard to imagine that just one HTML element is enough to simulate something like all six faces of a cube. But  maybe we can get away with something more cube-like instead by showing only the front three sides of the shape — it’s totally possible and that’s what we’re going to do together.

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The split cube loader

Here is a 3D loader where a cube is split into two parts, but is only made with only a single element:

Each half of the cube is made using a pseudo-element:

Cool, right?! We can use a conic gradient with CSS clip-path on the element’s ::before and ::after pseudos to simulate the three visible faces of a 3D cube. Negative margin is what pulls the two pseudos together to overlap and simulate a full cube. The rest of our work is mostly animating those two halves to get neat-looking loaders!

Let’s check out a visual that explains the math behind the clip-path points used to create this cube-like element:

We have our variables and an equation, so let’s put those to work. First, we’ll establish our variables and set the sizing for the main .loader element:

.loader {
  --s: 150px; /* control the size */
  --_d: calc(0.353 * var(--s)); /* 0.353 = sin(45deg)/2 */

  width: calc(var(--s) + var(--_d)); 
  aspect-ratio: 1;
  display: flex;
}

Nothing too crazy so far. We have a 150px square that’s set up as a flexible container. Now we establish our pseudos:

.loader::before,
.loader::after {
  content: "";
  flex: 1;
}

Those are two halves in the .loader container. We need to paint them in, so that’s where our conic gradient kicks in:

.loader::before,
.loader::after {
  content: "";
  flex: 1;
  background:
    conic-gradient(from -90deg at calc(100% - var(--_d)) var(--_d),
    #fff 135deg, #666 0 270deg, #aaa 0);
}

The gradient is there, but it looks weird. We need to clip it to the element:

.loader::before,
.loader::after {
  content: "";
  flex: 1;
  background:
    conic-gradient(from -90deg at calc(100% - var(--_d)) var(--_d),
    #fff 135deg, #666 0 270deg, #aaa 0);
  clip-path:
    polygon(var(--_d) 0, 100% 0, 100% calc(100% - var(--_d)), calc(100% - var(--_d)) 100%, 0 100%, 0 var(--_d));
}

Let’s make sure the two halves overlap with a negative margin:

.loader::before {
  margin-right: calc(var(--_d) / -2);
}

.loader::after {
  margin-left: calc(var(--_d) / -2);
}

Now let’s make ‘em move!

.loader::before,
.loader::after {
  /* same as before */
  animation: load 1.5s infinite cubic-bezier(0, .5, .5, 1.8) alternate;
}

.loader::after {
  /* same as before */
  animation-delay: -.75s
}

@keyframes load{
  0%, 40%   { transform: translateY(calc(var(--s) / -4)) }
  60%, 100% { transform: translateY(calc(var(--s) / 4)) }
}

Here’s the final demo once again:

The progress cube loader

Let’s use the same technique to create a 3D progress loader. Yes, still only one element!

We’re not changing a thing as far as simulating the cube the same way we did before, other than changing the loader’s height and aspect ratio. The animation we’re making relies on a surprisingly easy technique where we update the width of the left side while the right side fills the remaining space, thanks to flex-grow: 1.

The first step is to add some transparency to the right side using opacity:

This simulates the effect that one side of the cube is filled in while the other is empty. Then we update the color of the left side. To do that, we either update the three colors inside the conic gradient or we do it by adding a background color with a background-blend-mode:

.loader::before {
  background-color: #CC333F; /* control the color here */
  background-blend-mode: multiply;
}

This trick only allows us to update the color only once. The right side of the loader blends in with the three shades of white from the conic gradient to create three new shades of our color, even though we’re only using one color value. Color trickery!

Let’s animate the width of the loader’s left side:

Oops, the animation is a bit strange at the beginning! Notice how it sort of starts outside of the cube? This is because we’re starting the animation at the 0% width. But due to the clip-path and negative margin we’re using, what we need to do instead is start from our --_d variable, which we used to define the clip-path points and the negative margin:

@keyframes load {
  0%,
  5% {width: var(--_d); }
  95%,
  100% {width: 100%; }
}

That’s a little better:

But we can make this animation even smoother. Did you notice we’re missing a little something? Let me show you a screenshot to compare what the final demo should look like with that last demo:

It’s the bottom face of the cube! Since the second element is transparent, we need to see the bottom face of that rectangle as you can see in the left example. It’s subtle, but should be there!

We can add a gradient to the main element and clip it like we did with the pseudos:

background: linear-gradient(#fff1 0 0) bottom / 100% var(--_d) no-repeat;

Here’s the full code once everything is pulled together:

.loader {
  --s: 100px; /* control the size */
  --_d: calc(0.353*var(--s)); /* 0.353 = sin(45deg) / 2 */

  height: var(--s); 
  aspect-ratio: 3;
  display: flex;
  background: linear-gradient(#fff1 0 0) bottom / 100% var(--_d) no-repeat;
  clip-path: polygon(var(--_d) 0, 100% 0, 100% calc(100% - var(--_d)), calc(100% - var(--_d)) 100%, 0 100%, 0 var(--_d));
}
.loader::before,
.loader::after {
  content: "";
  clip-path: inherit;
  background:
    conic-gradient(from -90deg at calc(100% - var(--_d)) var(--_d),
     #fff 135deg, #666 0 270deg, #aaa 0);
}
.loader::before {
  background-color: #CC333F; /* control the color here */
  background-blend-mode: multiply;
  margin-right: calc(var(--_d) / -2);
  animation: load 2.5s infinite linear;
}
.loader:after {
  flex: 1;
  margin-left: calc(var(--_d) / -2);
  opacity: 0.4;
}

@keyframes load {
  0%,
  5% { width: var(--_d); }
  95%,
  100% { width: 100%; }
}

That’s it! We just used a clever technique that uses pseudo-elements, conic gradients, clipping, background blending, and negative margins to get, not one, but two sweet-looking 3D loaders with nothing more than a single element in the markup.

More 3D

We can still go further and simulate an infinite number of 3D cubes using one element — yes, it’s possible! Here’s a grid of cubes:

This demo and the following demos are unsupported in Safari at the time of writing.

Crazy, right? Now we’re creating a repeated pattern of cubes made using a single element… and no pseudos either! I won’t go into fine detail about the math we are using (there are very specific numbers in there) but here is a figure to visualize how we got here:

We first use a conic-gradient to create the repeating cube pattern. The repetition of the pattern is controlled by three variables:

  • --size: True to its name, this controls the size of each cube.
  • --m: This represents the number of columns.
  • --n: This is the number of rows.
  • --gap: this the gap or distance between the cubes
.cube {
  --size: 40px; 
  --m: 4; 
  --n: 5;
  --gap :10px;

  aspect-ratio: var(--m) / var(--n);
  width: calc(var(--m) * (1.353 * var(--size) + var(--gap)));
  background:
    conic-gradient(from -90deg at var(--size) calc(0.353 * var(--size)),
      #249FAB 135deg, #81C5A3 0 270deg, #26609D 0) /* update the colors here */
    0 0 / calc(100% / var(--m)) calc(100% / var(--n));
}

Then we apply a mask layer using another pattern having the same size. This is the trickiest part of this idea. Using a combination of a linear-gradient and a conic-gradient we will cut a few parts of our element to keep only the cube shapes visible.

.cube {
  /* etc. */
  mask: 
    linear-gradient(to bottom right,
       #0000 calc(0.25 * var(--size)),
       #000 0 calc(100% - calc(0.25 * var(--size)) - 1.414 * var(--gap)),
       #0000 0),
    conic-gradient(from -90deg at right var(--gap) bottom var(--gap), #000 90deg, #0000 0);  
  mask-size: calc(100% / var(--m)) calc(100% / var(--n));
  mask-composite: intersect;
}

The code may look a bit complex but thanks to CSS variables all we need to do is to update a few values to control our matrix of cubes. Need a 10⨉10 grid? Update the --m and --n variables to 10. Need a wider gap between cubes? Update the --gap value. The color values are only used once, so update those for a new color palette!

Now that we have another 3D technique, let’s use it to build variations of the loader by playing around with different animations. For example, how about a repeating pattern of cubes sliding infinitely from left to right?

This loader defines four cubes in a single row. That means our --n value is 4 and --m is equal to 1 . In other words, we no longer need these!

Instead, we can work with the --size and --gap variables in a grid container:

.loader {
  --size: 70px;
  --gap: 15px;  

  width: calc(3 * (1.353 * var(--size) + var(--gap)));
  display: grid;
  aspect-ratio: 3;
}

This is our container. We have four cubes, but only want to show three in the container at a time so that we always have one sliding in as one is sliding out. That’s why we are factoring the width by 3 and have the aspect ratio set to 3 as well.

Let’s make sure that our cube pattern is set up for the width of four cubes. We’re going to do this on the container’s ::before pseudo-element:

.loader::before { 
  content: "";
  width: calc(4 * 100% / 3);
  /*
     Code to create four cubes
  */
}

Now that we have four cubes in a three-cube container, we can justify the cube pattern to the end of the grid container to overflow it, showing the last three cubes:

.loader {
  /* same as before */
  justify-content: end;
}

Here’s what we have so far, with a red outline to show the bounds of the grid container:

Now all we have to do is to move the pseudo-element to the right by adding our animation:

@keyframes load {
  to { transform: translate(calc(100% / 4)); }
}

Did you get the trick of the animation? Let’s finish this off by hiding the overflowing cube pattern and by adding a touch of masking to create that fading effect that the start and the end:

.loader {
  --size: 70px;
  --gap: 15px;  
  
  width: calc(3*(1.353*var(--s) + var(--g)));
  display: grid;
  justify-items: end;
  aspect-ratio: 3;
  overflow: hidden;
  mask: linear-gradient(90deg, #0000, #000 30px calc(100% - 30px), #0000);
}

We can make this a lot more flexible by introducing a variable, --n, to set how many cubes are displayed in the container at once. And since the total number of cubes in the pattern should be one more than --n, we can express that as calc(var(--n) + 1).

Here’s the full thing:

OK, one more 3D loader that’s similar but has the cubes changing color in succession instead of sliding:

We’re going to rely on an animated background with background-blend-mode for this one:

.loader {
  /* ... */
  background:
    linear-gradient(#ff1818 0 0) 0% / calc(100% / 3) 100% no-repeat,
    /* ... */;
  background-blend-mode: multiply;
  /* ... */
  animation: load steps(3) 1.5s infinite;
}
@keyframes load {
  to { background-position: 150%; }
}

I’ve removed the superfluous code used to create the same layout as the last example, but with three cubes instead of four. What I am adding here is a gradient defined with a specific color that blends with the conic gradient, just as we did earlier for the progress bar 3D loader.

From there, it’s animating the background gradient’s background-position as a three-step animation to make the cubes blink colors one at a time.

If you are not familiar with the values I am using for background-position and the background syntax, I highly recommend one of my previous articles and one of my Stack Overflow answers. You will find a very detailed explanation there.

Can we update the number of cubes to make it variables?

Yes, I do have a solution for that, but I’d like you to take a crack at it rather than embedding it here. Take what we have learned from the previous example and try to do the same with this one — then share your work in the comments!

Variations galore!

Like the other three articles in this series, I’d like to leave you with some inspiration to go forth and create your own loaders. Here is a collection that includes the 3D loaders we made together, plus a few others to get your imagination going:

That’s a wrap

I sure do hope you enjoyed spending time making single element loaders with me these past few weeks. It’s crazy that we started with seemingly simple spinner and then gradually added new pieces to work ourselves all the way up to 3D techniques that still only use a single element in the markup. This is exactly what CSS looks like when we harness its powers: scalable, flexible, and reusable.

Thanks again for reading this little series! I’ll sign off by reminding you that I have a collection of more than 500 loaders if you’re looking for more ideas and inspiration.

Article series


Single Element Loaders: Going 3D! originally published on CSS-Tricks. You should get the newsletter.



source https://css-tricks.com/single-element-loaders-going-3d/

Bunny Fonts

Bunny Fonts bills itself as the “privacy-first web font platform designed to put privacy back into the internet.”According to its FAQ:

With a zero-tracking and no-logging policy, Bunny Fonts helps you stay fully GDPR compliant and puts your user’s personal data into their own hands.

Hard for my mind not to go straight to Google Fonts. Bunny Fonts even says they are a drop-in replacement for Google Fonts. It offers the same open source fonts and holds the same API structure used by Google Fonts.

Now, I’m no GDPR expert but the possibility of Google collecting data through its Fonts API is hardly unsurprising or even unexpected. I was curious to check out Google’s privacy statement for Fonts:

The Google Fonts API logs the details of the HTTP request, which includes the timestamp, requested URL, and all HTTP headers (including referrer and user agent string) provided in connection with the use of our CSS API.

IP addresses are not logged.

Comparing that to what Bunny Fonts says in its FAQ:

When using Bunny Fonts, no personal data or logs are stored. All the requests are processed completely anonymously.

Or perhaps more thoroughly explained on the bunny.net GDPR statement:

In most cases, the data held and collected by bunny.net does not contain any user identifiable data. In some cases, which depend on how you are using bunny.net and how your website is structured, personal data may be collected from your users. Such information includes hosting user uploaded content as well as personal data that might be transmitted in the URL, User-Agent or Referer headers of the HTTP protocol.

Sounds pretty similar, right? Well, it may not have been that similar earlier this year when a German court ruled that embedded Google Fonts violated GDPR compliance. It appears that one line in the Google Fonts privacy statement about IP addresses came after the ruling, once the API scrubbed them from collected data.

So, do you need to ditch Google Fonts to be GDPR compliant? I would imagine not if IP addresses were the sole concern, but I’ll leave that for folks who know the rules to comment on that.

But if you are concerned about Google Font’s GDPR compliance, I guess Bunny Fonts is worth a look! And seeing that it’s powered by bunny.net’s CDN services, you should get pretty comparable performance marks.

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Bunny Fonts originally published on CSS-Tricks. You should get the newsletter.



source https://css-tricks.com/bunny-fonts/

Create Dynamic Views with jOOQ 3.17’s new Virtual Client Side Computed Columns

One of jOOQ 3.17‘s coolest new features are client side computed columns. jOOQ 3.16 already added support for server side computed columns, which many of you appreciate for various reasons. What’s a computed column? A computed column is a column that is derived (“computed”) from an expression. It cannot be written to. It works like … Continue reading Create Dynamic Views with jOOQ 3.17’s new Virtual Client Side Computed Columns

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Thursday, June 30, 2022

Text-overflow: ellipsis considered harmful

Eric Eggert:

There are a few legitimate use cases for this technique. For example, you might have a table with titles and descriptions. To preserve more space for the title, you constrain the description to one line on small viewports to the one-line and you repeat the description on the detail page for this item.

However, I often see it used on items like buttons or even form labels to make them look nicer(?) or when aligning them vertically. But once you change the viewport or resize the text, the end of the text disappears.

I think “… if used in certain situations” belongs there, but it certainly makes for a better blog post title without it. As Eric says, there are legitimate use cases for truncating text. Maybe only a few, but legitimate nonetheless.

The ultimate goal is to prevent “losing” data, something that can certainly happen in CSS. Text that inadvertently overflows a container is lost in the sense that it’s simply not there. And if that text is simply not there, users will miss it, even if it is the best and most well-crafted call to action ever published to the web.

Eric points out that there is no way to make the text truncated by text-overflow: ellipsis visible. Once it’s gone, it’s gone (although screen readers seem to announce it). It’s practically lost data. You might be OK with that. That’s cool as long as you know what’s happening and it’s intended.

But here’s what Eric says that made me want to share this:

Don’t constrain the content to fit your design, make your CSS flexible to handle longer words gracefully.

Again, you might want to conform content to the design. But I’d probably argue, like Eric, that the design should adapt to the content rather than the other way around. I have a hard time recalling any situation where the text on a page is unimportant or without purpose to the extent that I’d be cool cutting if off at any arbitrary point determined by a CSS property. Maybe an archive of blog posts where each post shows an excerpt of the post content before truncating, but that’s not exactly a use case for text-overflow: ellipse.

CSS has the tools to make a flexible design that accounts for varying lengths of text. So maybe err on the side of writing defensive CSS… CSS that anticipates issues and knows how to gracefully handle different content scenarios. text-overflow: ellipsis might be part of your CSS arsenal for that. But it might also be throwing the baby out with the bath water. Worth asking whether losing that data is worth the cost of what that content is supposed to do before giving giving it a haircut.

While we’re talking about truncating text…

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Text-overflow: ellipsis considered harmful originally published on CSS-Tricks. You should get the newsletter.



source https://css-tricks.com/text-overflow-ellipsis-considered-harmful/

Wednesday, June 29, 2022

How I Chose an Animation Library for My Solitaire Game

There is an abundance of both CSS and JavaScript libraries for animation libraries out there. So many, in fact, that choosing the right one for your project can seem impossible. That’s the situation I faced when I decided to build an online Solitaire game. I knew I’d need an animation library, but which was the right one to choose?

In this article, I’ll go through which considerations I made, what to look out for and present you with some of the most popular libraries available. I’ll go through some real-world examples with you to illustrate my points, and in the end, hopefully, you’ll be better equipped than me when I first had to choose an animation library.

Your mileage with this advice may vary, of course. Everything I’m sharing here is specific to a thing I wanted to build. Your project may have completely different requirements and priorities and that’s OK. I think what’s important here is getting a first-hand account of thinking like a front-end developer with a particular goal.

Speaking of which, I do consider myself a front-end developer but my background is super heavy in design. So I know code, but not to the extent of someone who is a JavaScript engineer. Just wanted to clear that up because experience can certainly impact the final decision.

Here’s the goal

Before we get into any decision-making let’s take a look at the sorts of animations I needed to make in this CSS-Tricks-ified version of the game:

Crazy, right? There’s nothing exactly trivial about these animations. There’s a lot going on — sometimes simultaneously — and a lot to orchestrate. Plus, a majority of the animations are triggered by user interactions. So, that left me with a few priorities heading into my decision:

  • Smooth animations: The way animations are applied can have a big impact on whether they run smoothly, or display a little choppiness.
  • Performance: Adopting any library is going to add weight to a project and I wanted my game to be as lean as possible.
  • Convenience: I wanted a nice, clean syntax that makes it easier to write and manage the animations. I’d even trade a little extra convenience for a small performance cost if it allows me to write better, more maintainable code. Again, this bodes well for a designer-turned-developer.
  • Browser support: Of course I wanted my game to work on any modern browser using some form of progressive enhancement to prevent completely borking legacy browsers. Plus, I definitely wanted  some future-proofing.

That’s what I took with me as I went in search of the right tool for this particular job.

Choosing between CSS or JavaScript animation libraries

The first thing I considered when choosing an animation library was whether to go with a CSS or JavaScript-based library. There are lots of great CSS libraries, many of them with excellent performance which was a high priority for me. I was looking to do some heavy-duty animations, like the  ability to sequence animations and get callbacks on animation completion. That’s all totally possible with pure CSS — still, it’s a lot less smooth than what most JavaScript libraries offer.

Let’s see how a simple sequenced animation looks in CSS and compare it to jQuery, which has plenty of built-in animation helpers:

The animations look the same but are created differently. To make the CSS animation, first, we have to define the keyframe animation in our CSS and attach it to a class:

.card.move {
  animation : move 2s;
}

@keyframes move {
  0% { left: 0 }
  50% { left: 100px }
  100% { left: 0 }
}

We then execute the animation using JavaScript and listen for a CSS callback on the element:

var cardElement = document.getElementsByClassName("card")[0];
var statusElement = document.getElementsByClassName("status")[0];

cardElement.classList.add("move");
statusElement.innerHTML = "Animating"

var animationEndCallback = function() {
  cardElement.classList.remove("move");
  statusElement.innerHTML = "Inactive"
}

cardElement.addEventListener("webkitAnimationEnd", animationEndCallback);
cardElement.addEventListener("oAnimationEnd", animationEndCallback); 
cardElement.addEventListener("antionend", animationEndCallback);

Having things happen in different places might be fine in a simple example like this, but it can become very confusing once things get a bit more complex. 

Compare this to how the animation is done with jQuery:

$(".status").text("Animating")
$( ".card" ).animate({
  left: "100px"
}, 1000);
$( ".card" ).animate({
  left: 0
}, 1000, function() {
  $(".status").text("Inactive")
});

Here, everything happens in the same place, simplifying things should the animations grow more complex in the future.

It seemed clear that a JavaScript library was the right way to go, but which was the right one to choose for my Solitaire game? I mean, jQuery is great and still widely used even today, but that’s not something I want to hang my hat on. There are plenty of JavaScript animation libraries, so I wanted to consider something built specifically to handle the type of heavy animations I had in mind.

Choosing a JavaScript animation library

It quickly became apparent to me that there’s no lack of JavaScript animation libraries and new, exciting technologies. They all have benefits and drawbacks, so let’s go through some of the ones I considered and why.

The Web Animations API is one such case that might replace many JavaScript animation libraries in the future. With it, you’ll be able to create complex staggered animations without loading any external libraries and with the same performance as CSS animations. The only drawback is that not all browsers support it yet

The <canvas> element presents another exciting opportunity. In it, we can animate things with JavaScript, as we would with the DOM, but the animation is rendered as raster, which means we can make some high-performance animations. The only drawback is that the canvas element is essentially rendered as an image in the DOM, so if we’re looking for pixel-perfection, we might be out of luck. As someone acutely in tune with design, this was a dealbreaker for me.

I needed something tried and tested, so I knew I probably had to go with one of the many JavaScript libraries. I started looking at libraries and narrowed my choices to Anime.js and GSAP. They both seemed to handle complex animations well and had excellent notes on performance. Anime is a well-maintained library with over 42.000 stars on GitHub, while GSAP is a super popular, battle-tested library with a thriving community.

An active community was critical to me since I needed a place to ask for help, and I didn’t want to use a library that might later be abandoned. I considered this as part of my convenience requirements.

Sequencing animations and callbacks

Once I had my choices narrowed down, the next step was to implement a complex animation using my two libraries. A recurrent animation in a solitaire game is that of a card moving somewhere and then turning over, so let’s see how that looks:

Both animations look great! They’re smooth, and implementing both of them was pretty straightforward. Both libraries had a timeline function that made creating sequences a breeze. This is how the implementation looks in AnimeJS:

var timeline = anime.timeline({
  begin: function() {
    $(".status").text("Animating")
  },
  complete: function() {
    $(".status").text("Inactive")
  }
});

timeline.add({
  targets: '.card',
  left: [0, 300],
  easing: 'easeInOutSine',
  duration: 500
}).add({
  targets: '.card .back',
  rotateY: [0, 90],
  easing: 'easeInSine',
  duration: 200
}).add({
  targets: '.card .front',
  rotateY: [-90, 0],
  easing: 'easeOutSine',
  duration: 200
})

Anime’s timeline() function comes built-in with callbacks on beginning and ending the animation, and creating the sequence is as easy as appending the sequential animations. First, I move the card, then I turn my back-image 90 degrees, so it goes out of view, and then I turn my front-image 90 degrees, so it comes into view.

The same implementation using GSAP’s timeline() function looks very similar:

var timeline = gsap.timeline({
  onStart: function() {
    $(".status").text("Animating")
  },
  onComplete: function() {
    $(".status").text("Inactive")
  }
});

timeline.fromTo(".card", {
  left: 0
}, {
  duration: 0.5,
  left: 300
}).fromTo(".card .back", {
  rotationY: 0
}, {
  rotationY: 90,
  ease: "power1.easeIn",
  duration: 0.2
}).fromTo(".card .front", {
  rotationY: -90
}, {
  rotationY: 0,
  ease: "power1.easeOut",
  duration: 0.2
})

Decision time

The main difference between Anime and GSAP appears to be the syntax, where GSAP might be a little more elaborate. I was stuck with two great libraries that had very similar functionality, were able to deal with complex animation, and had a thriving community. It seemed like I had a tie race!

Priority Anime GSAP
Smooth animations
Performance
Convenience
Browser support

So, what made me choose one library over the other?

I was very concerned about how the library would act under pressure. Having laggy animations in a game like Solitaire can greatly impact how fun it is to play the game. I knew I wouldn’t be able to fully see how the library performed before I created the game. Luckily, GSAP had made a stress test that compared different animation libraries to each other, including Anime.

Looking at that, GSAP certainly looked to be the superior library for dealing with loads of complex animations. GSAP was giving me upwards of 26 frames per second on a crazy heavy animation that Anime was only able to top out at 19.  After reading up on GSAP more and looking into their forums, it became clear that performance was of the highest priority to the guys behind GSAP.

And even though both GSAP and Anime have been around a while, Anime’s repo has been sitting somewhat dormant a couple of years while GSAP had made commits in the past couple of months.

I ended up using GSAP and haven’t regretted my decision!

How about you? Does any of this square with how you evaluate and compare front-end tooling? Are there other priorities you might have considered (e.g. accessibility, etc.) in a project like this? Or do you have a project where you had to pare down your choices from a bunch of different options? Please share in the comments because I’d like to know! 

Oh, and if you want to see how it looks when animating a whole deck of cards, you can head over to my site and play a game of Solitaire. Have fun!


How I Chose an Animation Library for My Solitaire Game originally published on CSS-Tricks. You should get the newsletter.



source https://css-tricks.com/choosing-an-animation-library-for-solitaire/