Canvas2D 3D Renderer Comparison

For teams comparing 2D canvas stage tooling with browser-side 3D scenes, EASEL.js targets CPU rasterization, scanline fill, CPU depth tests for opaque fragments, and Canvas2D output without WebGL.

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

Who this is for

EASEL.js fits projects building retro 3D scenes, CPU-rendered Canvas effects, or constrained rendering tools in the browser.

  • Retro rendering and RuneTek-style constraints
  • CPU Canvas rendering pipelines
  • Canvas-native 3D scenes
Browse examples