This block compares 2 techniques that both produces a static beeswarm.
The top most beeswarm is the one from mbostock's beeswarm block. It is implemented using d3-force’s collision constraint. The bottom most beeswarm is produced with the d3-beeswarm plugin I made (see the Github project).
This block aims to understand the differences, advantages and drawbacks of the 2 techniques. I'm focusing this comparison on the capability of the beeswarm to exactly reflect the encoded data (ie. the x-coordinate should exactly reflects the encoded data): the more it's red, the less it represents the encoded data. That's the main reason why the d3.force technique doesn't suit my needs, and why I made the d3-beeswarm plugin.
Here are some thoughts:
Updated missing url https://raw.githack.com/Kcnarf/d3-beeswarm/master/build/d3-beeswarm.js to https://raw.githack.com/kcnarf/d3-beeswarm/master/build/d3-beeswarm.js
https://d3js.org/d3.v4.min.js
https://raw.githack.com/Kcnarf/d3-beeswarm/master/build/d3-beeswarm.js