CREATE ACCOUNT OR SKIP (with no saving options) AND PRESS PLAY
classdefinitions. Along with the fact that two.js is renderer agnostic enabling the same api to draw in multiple contexts: svg, canvas, and webgl, we will create our own SVG Editor to work similiar to the Adobe Flash IDE. At the moment we use the legacy version of WickEditor but it has stopped production and so we will create our own type of Adobe Flash-like IDE that exports to the Web useing the two.js api so that the old phones have an option to use one of the 3 rendering options (svg, canvas, webgl) that works best for their device.
Also, to note, is the ability that CSS has in render from the GPU for low-end phones where WebGL 3d games are restricted to run on the GPU hardware acceleration. It is for this reason that we place a higher priority to make 2D games using CSS, compared to WebGL games, primarily because games will run slow for low-end devices if hardware acceleration cannot be forced enabled like for iOS Apple low-end devices. An EXAMPLE is the iPhone4S, although runs WebGl, does not have the ability to enable hardware acceleration through WebGL. And it is still to be determined if any mobile-hyprid framework such as Cordova or React Native, even have the ability to enable hardware acceleration Natively in their own WebView as is done with platrforms like Unity/Unreal. Some claim they can do it, like GCanvas or G3D but there are no LIVE examples to test this out on low-end Apple phones.