Glad you were able to find a solution!

Elm WebGL support is primitive and unofficial. If you run into performance
issues, the culprit is probably the elm-webgl package and not the
underlying language/platform.

On Sun, Nov 6, 2016 at 4:56 AM, Gaëtan André <[email protected]> wrote:

> OK I solved my problem.
>
> Culling foodElements (little green circles) to the screen led to less
> webgl calls which solved the smoothness problem.
>
> Webgl api calls are costly. Maybe a a way to reduce the number of calls in
> my case could have been to use a geometry shader to instantiate multiple
> food elements. Anyway culling at application level works fine.
>
> Thanks for your help.
>
>
> Le samedi 5 novembre 2016 11:27:52 UTC+1, Gaëtan André a écrit :
>>
>> viewGrid was reworked as you suggested (cf. gist) but the the problem is
>> still the same.
>>
>> Sorry I had not share the cpu profiles from Chrome the first time, I do
>> it now. As you can see, the problem is that sometimes, a loop call takes a
>> lot longer than others to compute (because of gc it seems).
>>
>> On Chrome it is basically annoying but still playable, on Firefox it is
>> not playable.
>>
>> Thanks,
>>
>> Le jeudi 3 novembre 2016 02:33:35 UTC+1, Nick H a écrit :
>>>
>>> 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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>>>
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