Because it's something I can put on my portfolio/résumé, quite simply.
No, sorry. I lost all of the source to my pre-MotionJS and post-MotionJS games due to HDD failure.
Additionally, I never really did get all that far along with this project. It was far beyond my capabilities from the beginning. So it never really did get to a stage where it was even suitable for me to build games in it, I don't think.
A long time ago I became quite interested in game development and indeed it's something I've experimented with on and off over the years, working with technologies such as Pygame (Python), LÖVE (LUA), SMFL (C++) and Unity (C#).
But in the beginning, my foray into game development began with web technology.
Around the time when the Canvas API became a thing, I for whatever reason decided that I wanted to try to make my own JS-based game engine/framework.
I had a few unfinisehd game prototypes under my belt by this point, namely a Worms clone, a Pokemon clone and a top-down physics-based space combat shooter.
But I didn't really want to make a game anymore, I was more interested in the technology behind the game. Plus the maths and the physics (linear algebra etc.).
Thus MotionJS was born.
I had no idea what I was doing from the very beginning and I was absolutely not a good programmer at all at the time. Here be potential dragons.
Also note that some of the code is based on code or ideas I found elsewhere, just rewritten in my own at-the-time style and in CoffeeScript.
Nothing, unless for some strange reason someone else decides to use it.
There will be no updates to this project. Do whatever you want with it, that's why I released it as MIT.
There will be no support given to users of this project. You're entirely on your own.