What changes if you switch?
Instead of sprites and a retained-mode 2D stage, you work with Scene, Mesh, Camera, Material, and Geometry.
The output stays in Canvas2D, but the pipeline is a CPU rasterizer built for polygons, affine UV mapping, flat or Gouraud shading, and software-rendered 3D scenes.
- THREE.js-style scene graph API
- Canvas2D framebuffer upload, no WebGL
- Examples with side-by-side EASEL.js and THREE.js code