Every framework/library is a tradeoff. They take time to learn, and unless you plan on cracking them open, may only do half of the things you want to do and impede the other half. Once learned, however, they can reduce development time by quite a bit, especially with something as low-level as Canvas Frameworks are absolutely not necessary.
I've created games from scratch without any framework You have to think of it in terms of the hurdles needed to cross in order to do something Are you making one small game? Then frameworks are probably going to get in the way and take up your time more than help you Are you making a large game? Then maybe you should look into a few frameworks to not only use but also give you guidance as to how to do some of the things you'd like to do Are you making many small or large games?
It's possible that taking the time to learn a framework would save you considerable time then. It's also possible that making your own compact framework will also save you time So there's no framework, someone else's framework, or making your own framework. You could also use half a framework or a compact math-only framework: At the very least you could borrow low-level math frameworks that define Point, Rect, etc objects and their various interactions.No need to re-invent the wheel there.
Every framework/library is a tradeoff. They take time to learn, and unless you plan on cracking them open, may only do half of the things you want to do and impede the other half. Once learned, however, they can reduce development time by quite a bit, especially with something as low-level as Canvas.
Frameworks are absolutely not necessary. I've created games from scratch without any framework. You have to think of it in terms of the hurdles needed to cross in order to do something.
Are you making one small game? Then frameworks are probably going to get in the way and take up your time more than help you. Are you making a large game?
Then maybe you should look into a few frameworks to not only use but also give you guidance as to how to do some of the things you'd like to do. Are you making many small or large games? It's possible that taking the time to learn a framework would save you considerable time then.It's also possible that making your own compact framework will also save you time.
So there's no framework, someone else's framework, or making your own framework. You could also use half a framework or a compact math-only framework: At the very least you could borrow low-level math frameworks that define Point, Rect, etc objects and their various interactions.No need to re-invent the wheel there.
I've built the basis for a 2D platformer (tiles, animated sprites, maps, etc) and the most difficult part was a proper sprite-wall collision detection. A framework could help to skip the annoying (or maybe the most interesting, but time-wasters) parts ...
Every framework/library is a tradeoff. They take time to learn, and unless you plan on cracking them open, may only do half of the things you want to do and impede the other half. Once learned, however, they can reduce development time by quite a bit, especially with something as low-level as Canvas.
Frameworks are absolutely not necessary. I've created games from scratch without any framework. You have to think of it in terms of the hurdles needed to cross in order to do something.
Are you making one small game? Then frameworks are probably going to get in the way and take up your time more than help you. Are you making a large game?
Then maybe you should look into a few frameworks to not only use but also give you guidance as to how to do some of the things you'd like to do. Are you making many small or large games? It's possible that taking the time to learn a framework would save you considerable time then.
It's also possible that making your own compact framework will also save you time. So there's no framework, someone else's framework, or making your own framework. You could also use half a framework or a compact math-only framework: At the very least you could borrow low-level math frameworks that define Point, Rect, etc objects and their various interactions.
No need to re-invent the wheel there.
I cant really gove you an answer,but what I can give you is a way to a solution, that is you have to find the anglde that you relate to or peaks your interest. A good paper is one that people get drawn into because it reaches them ln some way.As for me WW11 to me, I think of the holocaust and the effect it had on the survivors, their families and those who stood by and did nothing until it was too late.