Canvas animations on website

Our company is engaged in the development, support and maintenance of sites of any complexity. From simple one-page sites to large-scale cluster systems built on micro services. Experience of developers is confirmed by certificates from vendors.
Development and maintenance of all types of websites:
Informational websites or web applications
Business card websites, landing pages, corporate websites, online catalogs, quizzes, promo websites, blogs, news resources, informational portals, forums, aggregators
E-commerce websites or web applications
Online stores, B2B portals, marketplaces, online exchanges, cashback websites, exchanges, dropshipping platforms, product parsers
Business process management web applications
CRM systems, ERP systems, corporate portals, production management systems, information parsers
Electronic service websites or web applications
Classified ads platforms, online schools, online cinemas, website builders, portals for electronic services, video hosting platforms, thematic portals

These are just some of the technical types of websites we work with, and each of them can have its own specific features and functionality, as well as be customized to meet the specific needs and goals of the client.

Our competencies:
Development stages
Latest works
  • image_web-applications_feedme_466_0.webp
    Development of a web application for FEEDME
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  • image_ecommerce_furnoro_435_0.webp
    Development of an online store for the company FURNORO
    1041
  • image_crm_enviok_479_0.webp
    Development of a web application for Enviok
    822
  • image_crm_chasseurs_493_0.webp
    CRM development for Chasseurs
    847
  • image_website-sbh_0.png
    Website development for SBH Partners
    999
  • image_website-_0.png
    Website development for Red Pear
    451

Implementing Canvas Animations on a Website

Canvas animations are direct rendering through 2D or WebGL context in the browser. Unlike SVG and DOM animations, Canvas redraws the entire frame on each tick—this provides maximum performance for thousands of objects, but requires manual rendering management. Use cases: particles, physics simulations, procedural effects, game mechanics, real-time data visualizations.

Canvas Animation Architecture

Standard cycle: initialization → requestAnimationFrame → frame clear → object rendering → state update → next frame.

// lib/canvas-engine.ts
export interface AnimationContext {
  canvas: HTMLCanvasElement
  ctx: CanvasRenderingContext2D
  width: number
  height: number
  dpr: number  // device pixel ratio
  dt: number   // delta time in seconds
}

export type RenderFn = (context: AnimationContext) => void

export class CanvasEngine {
  private canvas: HTMLCanvasElement
  private ctx: CanvasRenderingContext2D
  private dpr: number
  private rafId: number | null = null
  private lastTime: number = 0
  private renderFn: RenderFn

  constructor(canvas: HTMLCanvasElement, renderFn: RenderFn) {
    this.canvas = canvas
    this.ctx = canvas.getContext('2d')!
    this.dpr = window.devicePixelRatio || 1
    this.renderFn = renderFn
    this.resize()
  }

  resize() {
    const { canvas, dpr } = this
    const rect = canvas.getBoundingClientRect()

    // High resolution for retina
    canvas.width = rect.width * dpr
    canvas.height = rect.height * dpr
    this.ctx.scale(dpr, dpr)
  }

  start() {
    this.lastTime = performance.now()
    this.tick(this.lastTime)
  }

  stop() {
    if (this.rafId !== null) {
      cancelAnimationFrame(this.rafId)
      this.rafId = null
    }
  }

  private tick = (timestamp: number) => {
    const dt = Math.min((timestamp - this.lastTime) / 1000, 0.1) // cap at 100ms
    this.lastTime = timestamp

    const rect = this.canvas.getBoundingClientRect()

    this.renderFn({
      canvas: this.canvas,
      ctx: this.ctx,
      width: rect.width,
      height: rect.height,
      dpr: this.dpr,
      dt,
    })

    this.rafId = requestAnimationFrame(this.tick)
  }
}

React Hook for Canvas

// hooks/useCanvas.ts
import { useEffect, useRef } from 'react'
import { CanvasEngine, RenderFn } from '../lib/canvas-engine'

export function useCanvas(renderFn: RenderFn) {
  const canvasRef = useRef<HTMLCanvasElement>(null)
  const engineRef = useRef<CanvasEngine | null>(null)

  useEffect(() => {
    const canvas = canvasRef.current
    if (!canvas) return

    const engine = new CanvasEngine(canvas, renderFn)
    engineRef.current = engine
    engine.start()

    const handleResize = () => engine.resize()
    window.addEventListener('resize', handleResize)

    return () => {
      engine.stop()
      window.removeEventListener('resize', handleResize)
    }
  }, [renderFn])

  return canvasRef
}

Example: Particle System with Physics

// lib/particle-system.ts
interface Particle {
  x: number
  y: number
  vx: number
  vy: number
  radius: number
  color: string
  life: number     // 0–1
  maxLife: number  // seconds
}

export class ParticleSystem {
  private particles: Particle[] = []
  private readonly maxParticles: number

  constructor(maxParticles = 500) {
    this.maxParticles = maxParticles
  }

  emit(x: number, y: number, count = 5) {
    for (let i = 0; i < count; i++) {
      if (this.particles.length >= this.maxParticles) break

      const angle = Math.random() * Math.PI * 2
      const speed = 50 + Math.random() * 150

      this.particles.push({
        x, y,
        vx: Math.cos(angle) * speed,
        vy: Math.sin(angle) * speed - 100, // initial upward impulse
        radius: 2 + Math.random() * 4,
        color: `hsl(${200 + Math.random() * 60}, 80%, 60%)`,
        life: 1,
        maxLife: 0.8 + Math.random() * 0.8,
      })
    }
  }

  update(dt: number) {
    const gravity = 300 // px/s²

    this.particles = this.particles.filter(p => {
      p.x += p.vx * dt
      p.y += p.vy * dt
      p.vy += gravity * dt
      p.vx *= 0.99 // damping
      p.life -= dt / p.maxLife
      return p.life > 0
    })
  }

  draw(ctx: CanvasRenderingContext2D) {
    for (const p of this.particles) {
      ctx.save()
      ctx.globalAlpha = p.life * p.life // quadratic fade
      ctx.fillStyle = p.color
      ctx.beginPath()
      ctx.arc(p.x, p.y, p.radius * p.life, 0, Math.PI * 2)
      ctx.fill()
      ctx.restore()
    }
  }
}
// components/ParticleCanvas.tsx
import { useRef, useCallback } from 'react'
import { useCanvas } from '../hooks/useCanvas'
import { ParticleSystem } from '../lib/particle-system'

export function ParticleCanvas() {
  const systemRef = useRef(new ParticleSystem(800))

  const render = useCallback(({ ctx, width, height, dt }: AnimationContext) => {
    // Clear with semi-transparent trail (motion blur effect)
    ctx.fillStyle = 'rgba(15, 15, 25, 0.15)'
    ctx.fillRect(0, 0, width, height)

    systemRef.current.update(dt)
    systemRef.current.draw(ctx)

    // Automatic emission at center
    if (Math.random() < 0.3) {
      systemRef.current.emit(
        width / 2 + (Math.random() - 0.5) * 100,
        height / 2
      )
    }
  }, [])

  const canvasRef = useCanvas(render)

  const handleClick = (e: React.MouseEvent<HTMLCanvasElement>) => {
    const rect = canvasRef.current!.getBoundingClientRect()
    systemRef.current.emit(e.clientX - rect.left, e.clientY - rect.top, 20)
  }

  return (
    <canvas
      ref={canvasRef}
      className="w-full h-full bg-[#0f0f19] cursor-crosshair"
      onClick={handleClick}
    />
  )
}

WebGL via Three.js: The Next Level

For complex 3D scenes in website backgrounds:

npm install three @types/three
// components/ThreeBackground.tsx
'use client'
import { useEffect, useRef } from 'react'
import * as THREE from 'three'

export function ThreeBackground() {
  const mountRef = useRef<HTMLDivElement>(null)

  useEffect(() => {
    const mount = mountRef.current!
    const width = mount.clientWidth
    const height = mount.clientHeight

    // Scene
    const scene = new THREE.Scene()
    const camera = new THREE.PerspectiveCamera(75, width / height, 0.1, 1000)
    camera.position.z = 50

    const renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true })
    renderer.setSize(width, height)
    renderer.setPixelRatio(window.devicePixelRatio)
    mount.appendChild(renderer.domElement)

    // Particle geometry
    const count = 3000
    const positions = new Float32Array(count * 3)
    for (let i = 0; i < count * 3; i++) {
      positions[i] = (Math.random() - 0.5) * 200
    }

    const geometry = new THREE.BufferGeometry()
    geometry.setAttribute('position', new THREE.BufferAttribute(positions, 3))

    const material = new THREE.PointsMaterial({
      size: 0.3,
      color: 0x3b82f6,
      transparent: true,
      opacity: 0.7,
    })

    const points = new THREE.Points(geometry, material)
    scene.add(points)

    // Animation loop
    let rafId: number
    const animate = () => {
      rafId = requestAnimationFrame(animate)
      points.rotation.x += 0.0003
      points.rotation.y += 0.0005
      renderer.render(scene, camera)
    }
    animate()

    const handleResize = () => {
      const w = mount.clientWidth
      const h = mount.clientHeight
      camera.aspect = w / h
      camera.updateProjectionMatrix()
      renderer.setSize(w, h)
    }
    window.addEventListener('resize', handleResize)

    return () => {
      cancelAnimationFrame(rafId)
      window.removeEventListener('resize', handleResize)
      renderer.dispose()
      mount.removeChild(renderer.domElement)
    }
  }, [])

  return <div ref={mountRef} className="absolute inset-0 -z-10" />
}

Off-screen Canvas (Web Worker)

For very heavy computations—move rendering to a Worker via OffscreenCanvas:

// main thread
const canvas = document.getElementById('my-canvas') as HTMLCanvasElement
const offscreen = canvas.transferControlToOffscreen()

const worker = new Worker(new URL('./canvas-worker.ts', import.meta.url))
worker.postMessage({ canvas: offscreen, width: canvas.width, height: canvas.height }, [offscreen])
// canvas-worker.ts
self.onmessage = (e) => {
  const { canvas, width, height } = e.data
  const ctx = canvas.getContext('2d')!
  // All rendering happens here, in the Worker
}

Typical Timelines

Simple Canvas animation (particles, waves)—1–2 working days. Full particle system with physics, interactivity, and optimization—3–5 days. Three.js scene with shaders, post-processing, and adaptive scaling—from 1 week.