Description
A two-dimensional drawing api meant for modern browsers. It is renderer agnostic enabling the same api to render in multiple contexts: webgl, canvas2d, and svg.
two.js alternatives and similar libraries
Based on the "d3" category.
Alternatively, view two.js alternatives based on common mentions on social networks and blogs.
-
echarts
Apache ECharts is a powerful, interactive charting and data visualization library for browser -
p5.js
p5.js is a client-side JS platform that empowers artists, designers, students, and anyone to learn to code and express themselves creatively on the web. It is based on the core principles of Processing. http://twitter.com/p5xjs — -
BabylonJS
Babylon.js is a powerful, beautiful, simple, and open game and rendering engine packed into a friendly JavaScript framework. -
paper.js
The Swiss Army Knife of Vector Graphics Scripting – Scriptographer ported to JavaScript and the browser, using HTML5 Canvas. Created by @lehni & @puckey -
mxGraph
DISCONTINUED. Diagramming library that enables interactive graph and charting applications to be quickly created that run natively in any major browser that is supported by its vendor. -
processing.js
DISCONTINUED. Processing.js makes your data visualizations work using web standards and without any plug-ins -
jquery.sparkline
A plugin for the jQuery javascript library to generate small sparkline charts directly in the browser
CodeRabbit: AI Code Reviews for Developers

* Code Quality Rankings and insights are calculated and provided by Lumnify.
They vary from L1 to L5 with "L5" being the highest.
Do you think we are missing an alternative of two.js or a related project?
Popular Comparisons
README
Two.js
A two-dimensional drawing api meant for modern browsers. It is renderer agnostic enabling the same api to render in multiple contexts: webgl, canvas2d, and svg.
Home • Releases • Examples • Documentation • Change Log • Help
Usage
Download the latest minified library and include it in your html.
<script src="js/two.min.js"></script>
It can also be installed via npm, Node Package Manager:
npm install --save two.js
Alternatively see how to build the library yourself.
Here is boilerplate html in order to draw a spinning rectangle in two.js:
<!doctype html>
<html>
<head>
<meta charset="utf-8">
<script src="js/two.min.js"></script>
</head>
<body>
<script>
var two = new Two({
fullscreen: true,
autostart: true
}).appendTo(document.body);
var rect = two.makeRectangle(two.width / 2, two.height / 2, 50 ,50);
two.bind('update', function() {
rect.rotation += 0.001;
});
</script>
</body>
</html>
Custom Build
Two.js uses nodejs in order to build source files. You'll first want to install that. Once installed open up a terminal and head to the repository folder:
cd ~/path-to-repo/two.js
npm install
This will give you a number of libraries that the development of Two.js relies on. If for instance you only use the SvgRenderer
then you can really cut down on the file size by excluding the other renderers. To do this, modify /utils/build.js
to only add the files you'd like. Then run:
node ./utils/build
And the resulting /build/two.js
and /build/two.min.js
will be updated to your specification.
Using ES6 Imports
As of version v0.7.5+
Two.js is compatible with EcmaScript 6 imports. This is typically employed in contemporary frameworks like React and Angular as well as bundling libraries like webpack, esbuild, and gulp. This adaptation of the boilerplate can be found on CodeSandbox:
import React, { useEffect, useRef } from "react";
import Two from "two.js";
export default function App() {
var domElement = useRef();
useEffect(setup, []);
function setup() {
var two = new Two({
fullscreen: true,
autostart: true
}).appendTo(domElement.current);
var rect = two.makeRectangle(two.width / 2, two.height / 2, 50, 50);
two.bind("update", update);
return unmount;
function unmount() {
two.unbind("update");
two.pause();
domElement.current.removeChild(two.renderer.domElement);
}
function update() {
rect.rotation += 0.001;
}
}
return <div ref={domElement} />;
}
In adddition to importing, the published packages of Two.js include the specific modules. So, if necessary you can import specific modules from the source code and bundle / minify for yourself like so:
import Vector from 'two.js/src/vector.js';
While useful, the main import of the Two
namespace imports all modules. So, you there isn't yet proper tree shaking implemented for the library, though it's on the roadmap.
Running in Headless Environments
As of version v0.7.x
Two.js can also run in a headless environment, namely running on the server with the help of a library called Node Canvas. We don't add Node Canvas to dependencies of Two.js because it's not necessary to run it in the browser. However, it has all the hooks setup to run in a cloud environment. To get started follow the installation instructions on Automattic's readme. After you've done that run:
npm install canvas
npm install two.js
Now in a JavaScript file setup your Two.js scenegraph and save out frames whenever you need to:
var { createCanvas, Image } = require('canvas');
var Two = require('two.js')
var fs = require('fs');
var path = require('path');
var width = 800;
var height = 600;
var canvas = createCanvas(width, height);
Two.Utils.shim(canvas, Image);
var time = Date.now();
var two = new Two({
width: width,
height: height,
domElement: canvas
});
var rect = two.makeRectangle(width / 2, height / 2, 50, 50);
rect.fill = 'rgb(255, 100, 100)';
rect.noStroke();
two.render();
var settings = { compressionLevel: 3, filters: canvas.PNG_FILTER_NONE };
fs.writeFileSync(path.resolve(__dirname, './images/rectangle.png'), canvas.toBuffer('image/png', settings));
console.log('Finished rendering. Time took: ', Date.now() - time);
process.exit();
Change Log
Two.js has been in operation since 2012. For a full list of changes from its first alpha version built with Three.js to the most up-to-date tweaks. Check out the wiki [here](./wiki/change-log).