Learn PIXIJS with Real Code Examples
Updated Nov 26, 2025
Architecture
Application - main renderer and stage
Stage/Container - scene graph hierarchy for sprites and graphics
Sprite - textured objects
Ticker - main animation loop
Renderer - WebGL/Canvas renderer drawing the scene
Rendering Model
Sprites/textures rendered via WebGL
Fallback to Canvas for legacy support
Stage organizes display objects
Ticker drives animation updates
Filters and shaders modify final output
Architectural Patterns
Scene-graph based rendering with containers
Ticker-driven animation loop
Plugin and filter extensibility
Event-driven interaction handling
Integration-ready with GSAP or other libraries
Real World Architectures
2D web games
Interactive data dashboards
Animated marketing banners
Creative coding projects
Hybrid apps combining 2D and 3D content
Design Principles
High-performance 2D rendering
Cross-browser and device support
Lightweight and modular
Extensible with plugins and integrations
Ease of use for both games and interactive apps
Scalability Guide
Use containers to group objects
Batch sprites to reduce draw calls
Optimize textures for GPU usage
Reuse sprites and animations
Split large scenes into multiple containers
Migration Guide
Convert Canvas or DOM animations to PixiJS for performance
Replace sprite rendering libraries with PixiJS sprites
Refactor frame-based animations into ticker updates
Integrate GSAP for advanced tweening
Test for performance and responsiveness across devices