I am guessing your viewGrid function is slowing your code down. This
function is creating a new mesh and passing it to the GPU on every
animation frame.

The solution is to make sure your WebGL.Drawable (line 465, where it says
"GL.Lines gridPoints") is a constant. So extract that into its own
top-level declaration, as you have done with "mesh."

On Wed, Nov 2, 2016 at 1:30 PM, Gaëtan André <[email protected]> wrote:

> Hello everybody,
>
> I am working on cloning Agar.io (https://agar.io/) using functionnal
> languages.
> Everything was going well except that my cell movements are not very
> smooth.
> I first blamed the network connection, but after hacking a standalone
> front-end it seems like Elm might have something to do with it.
>
> From were I am, I don't know where to go to improve fluidity.
>
> I am subscribing to AnimationFrame.diffs to give the pace of the render
> loop.
>
> Here is a gist of my code:
> https://gist.github.com/rvlander/0b956d5d8d0a70f37f6206cb6f9af367
>
> Thanks,
>
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