The use of KineticJS as a abstraction over the canvas API greatly reduced development time by letting me focus on the physics and gameplay elements. I didn’t have to write pages of code to get drag and drop support on desktop and mobile.
Core takeaways include not tying your physics simulation to fragile things like framerate and favoring side-affect free functions as much as possible.
- Ruby on Rails
- Custom deployment from a git hook
- Keep Your Framerate Out of My Physics - Series analyzing the algorithm I used to maintain a deterministic physics simulation and enjoyable game experience