We build a major HTML5 game engine, and I feel the deadline approach is
unsuitable for gaming. Games often do heavy CPU work to run the game logic
before drawing. (Please do not drag me in to arguments over time stepping;
stepping less often than rAF does not look smooth, and stepping more often
On Thu, Aug 20, 2015 at 11:02 PM, Ashley Gullen ash...@scirra.com wrote:
We have tried to implement half-vsync rate ourselves in the past by simply
ignoring alternate rAFs, but in practice it looked terrible - I guess we
broke implementation-defined heuristics that expect every rAF call to do