# PixiJS — The HTML5 Creation Engine with Fast 2D WebGL > PixiJS is the fastest, most flexible 2D WebGL/WebGPU renderer for the web. Powers interactive ads, games, data viz, and rich media experiences. Used by Google, IKEA, Disney, and countless HTML5 games on Poki and CrazyGames. ## Install Save as a script file and run: ## Quick Use ```bash npm i pixi.js ``` ```ts import { Application, Assets, Sprite } from "pixi.js"; const app = new Application(); await app.init({ background: "#1099bb", resizeTo: window }); document.body.appendChild(app.canvas); const texture = await Assets.load("https://pixijs.com/assets/bunny.png"); const bunny = new Sprite(texture); bunny.anchor.set(0.5); bunny.x = app.screen.width / 2; bunny.y = app.screen.height / 2; app.stage.addChild(bunny); app.ticker.add((ticker) => { bunny.rotation += 0.05 * ticker.deltaTime; }); ``` ## Intro PixiJS is the fastest, most flexible 2D WebGL/WebGPU renderer for the web. Started in 2013 by Goodboy Digital, it powers interactive ads, HTML5 games, rich data visualizations, and creative coding experiments. Now on v8 with first-class WebGPU support. - **Repo**: https://github.com/pixijs/pixijs - **Stars**: 46K+ - **License**: MIT ## What PixiJS Does - **Rendering** — Sprites, Graphics, Meshes, Text, NineSlice - **Ticker** — frame loop with delta time - **Scene graph** — Container hierarchy with transforms - **Filters** — blur, glow, noise, color-matrix post effects - **Textures** — spritesheets, atlas, base textures - **Interaction** — events (pointer, tap, drag) via FederatedEvents - **Assets** — smart loader for images, fonts, JSON, spritesheets - **WebGPU** — v8 experimental backend ## Architecture A renderer paints the stage (root Container) each tick. Sprites hold a texture + transform. Graphics draws vector shapes. v8 introduced a new renderer architecture that unifies WebGL and WebGPU paths and removed the mandatory global registration. ## Self-Hosting Client library, ships in bundle. ## Key Features - 2D WebGL + WebGPU renderer - Sprites, graphics, meshes, text - Post-processing filters - Spritesheet and texture atlas - Custom shaders - Asset loader - Event-based interaction - Tree-shakeable imports (v8) ## Comparison | Library | Scope | Renderer | Framework | |---|---|---|---| | PixiJS | 2D renderer | WebGL/WebGPU | No | | Phaser | 2D game framework | Canvas/WebGL | Yes | | Three.js | 3D | WebGL/WebGPU | No | | Konva | 2D on canvas | Canvas 2D | No | ## 常见问题 FAQ **Q: PixiJS vs Phaser 区别?** A: PixiJS 只做渲染(更灵活,自己组装游戏循环);Phaser 是完整游戏框架(场景、物理、输入、音频)。需要快速出游戏用 Phaser,需要高度定制用 PixiJS。 **Q: v8 有什么变化?** A: 重写了渲染核心,WebGPU 支持,更好的 tree-shaking,移除全局注册、ESM-first。升级有 breaking changes。 **Q: 能做 3D 吗?** A: PixiJS 是 2D 引擎。3D 选 Three.js 或 Babylon.js。 ## 来源与致谢 Sources - Docs: https://pixijs.com - GitHub: https://github.com/pixijs/pixijs - License: MIT --- Source: https://tokrepo.com/en/workflows/3ae8ffec-35aa-11f1-9bc6-00163e2b0d79 Author: Script Depot