That's good to know. I'll probably start with the OpenGL/WebGL version then as 
it will map better to the native and web libraries and its not worth the 
trouble to port to SDL2 if it's just going to use WebGL anyway with the added 
size of the library itself and its simpler than creating my own experimental 
native 2D Canvas library and corresponding hooks to browser api.

I was going to do this after I'd made the 2D Canvas version but surprisingly 
this path seems the path of least resistance.

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