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
Sounds great to me. I agree this is an important scenario. *Ian*,
thoughts? Is anyone actively working on worker-thread canvas in blink at
the moment?
Note that Ian's CompositorWorker prototype
https://docs.google.com/document/d/18GGuTRGnafai17PDWjCHHAvFRsCfYUDYsi720sVPkws/edit#
currently
On Wed, Aug 19, 2015 at 10:13 AM, Rick Byers rby...@chromium.org wrote:
Sounds great to me. I agree this is an important scenario. *Ian*,
thoughts? Is anyone actively working on worker-thread canvas in blink at
the moment?
Work not yet started, but it is in my queue.
On Tue, Aug 18,
On Thu, Aug 20, 2015 at 4:21 AM, Ian Vollick voll...@chromium.org wrote:
On Wed, Aug 19, 2015 at 7:36 AM Justin Novosad ju...@google.com wrote:
On Wed, Aug 19, 2015 at 10:13 AM, Rick Byers rby...@chromium.org wrote:
Sounds great to me. I agree this is an important scenario. *Ian*,
On Wed, Aug 19, 2015 at 5:14 PM, Robert O'Callahan rob...@ocallahan.org
wrote:
On Thu, Aug 20, 2015 at 4:21 AM, Ian Vollick voll...@chromium.org wrote:
On Wed, Aug 19, 2015 at 7:36 AM Justin Novosad ju...@google.com wrote:
On Wed, Aug 19, 2015 at 10:13 AM, Rick Byers rby...@chromium.org