I am currently investigating options for working with the canvas in a new HTML 5 application, and was wondering what is the current state of the art in HTML canvas JavaScript libraries and frameworks?
In particular, are there frameworks that support the kind of things needed for game development - complex animation, managing scene graphs, handling events and user interactions?
Also willing to consider both commercial and open source products.
There is an interesting library that aims to improve some of the fundamentals of working with the canvas API called canto.js by David Flanagan, author of Javascript: The Definitive Guide.
Also, young, but not bad, Javascript framework, and it (complex animation, managing scene graphs, handling events and user interactions) all about it - jCanvaScript. May be, except 'managing scene graphs'.
I am impressed with Akihabara as a game engine. It has fantastic documentation in the form of tutorials and an api. I've even seen on some message boards talk of an akihabara 2 release. Unfortunately, all that talk is about one year or more old. I really hope this engine is still being developed.
three.js, by mr. doob, is a fantastic 3d engine for javascript that includes scenegraph (both software and WebGL/hardware accelerated versions), shading, particles, skinned animation (i think), and lighting effects. Check it out, he is a super-talented fellow.
I should add that you are going to need the newest Google Chrome or equivalent to view most of the demos, one of my favorites is: http://mrdoob.github.com/three.js/examples/webgl_materials_cars.html
KineticJS is an up-and-coming library that boasts creating and animating individual "layers" on the canvas for high performance.
http://www.kineticjs.com/
Aves Engine is really really great: http://www.dextrose.com/en/projects/aves-engine
Also, Akihabara seems good: http://www.kesiev.com/akihabara/