Vis.js: A Visual Interaction System
visjs.org
visjs.org
There are lot of great JS libraries, but it is difficult to keep track. I would like a resource for JavaScript libraries like ruby-toolbox.com is for gems.
If somebody has the time, the data could be pulled with GitHub's search API:
Is there a way I can contact you at some point. I'll be doing a "soft launch" later this month and wanted to start with smart people :)
Would be good if I could easily find that info somewhere on the site
Generic algorithms are great for large networks but computationally intensive. Small network diagrams with an explicit message often have to be manually curated to make sense.
That said, this is a great library, especially since it works so well in the browser. I'm looking forward to future development.
It's nice to see that our policy of creating open-source software is starting to pay off. It's sometimes quite hard to gather interest from the wider internet population!
I've been developing this library for a couple of years now, and since a couple of months working on it together with another colleague.
Guys feel free to share ideas and code to improve the library and make it even better, check it out on Github.
I'd like to add that vis allows you to store the positions and use these for the next time someone views the graph. That way it may take some time to settle initially but is loaded nearly instantly the next time you, or another user, views it!
I look forward to a day when all of these high PPI growing pains are behind us.
http://www.html5canvastutorials.com/category/labs/
Unless that's specifically what you're dissatisfied with.
But thanks for the link, I'll go about giving it another try :)
PS: It's Kinetic, not Kinect, that might be screwing up your googling!
I've actually built very similar graphs to the examples shown in vis.js with d3.js. I was a bit surprised that it wasn't just a wrapper library on top of d3.js (plenty of those exist to make working with d3 a little easier).
d3 really is a three-legged stool of HTML, JS and CSS. When targeting <canvas>, you loose both HTML and CSS and thus much of the power.
EDIT: I should clarify that I'm thinking of HTML in an abstract sense that also includes SVG. By hooking into the DOM, d3 gets a free scenegraph that makes it easy to modify the components of the visualization without writing low-level code.
http://bost.ocks.org/mike/chart/
Examples in the core library, all compatible with Canvas, include scales, layouts, geographic projections, time/color utilities, CSV/TSV loading, and behaviors (drag/zoom/etc). There's some built-in canvas rendering like d3.geo.path which can be provided a canvas context.
The only things you lose are selections and the convenient transitions that go along with selections. But you can use these to modify and transition the canvas elements themselves!
I have use d3 to create composite graphics that included elements rendered to canvas and it certainly is powerful. But, I still believe that the sweet spot of the library requires being able to work with the DOM and CSS.
I understand that the library focus is on visualization and not on realistic and usable examples; I put the blame on browser implementors - they should have fixed that problem years ago, instead of relying on developers to do the right thing.
Edit - Update: I've tried it on Firefox and it does the right thing, blocking only the current tab; blocking the whole application must be a Chrome-only thing.