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Feb 24, 2013 at 15:17 answer added ccrisan timeline score: 3
Jan 27, 2013 at 3:40 answer added GameAlchemist timeline score: 0
Jan 27, 2013 at 1:49 comment added Dave Its mainly FF's issue - the are working on a solution to improve it how ever. Aim to build for Chrome and IE - just await for FF to catch up.
Jan 26, 2013 at 20:34 comment added dreta What's your performance on IE 9? Firefox has been notoriously slow for me too, while Chrome and IE are doing just fine.
Sep 20, 2012 at 3:05 comment added jackrugile Not sure if this will make a difference, but you should try moving the canvas, context, and image vars out of the animation function. Getting those each time could be expensive. They don't need to be inside the loop since they are static.
Sep 19, 2012 at 18:40 comment added jujumbura Really?! I can understand that comment if you are ALWAYS rendering at 30, but if you are usually changing the image at 1/60th of a second and you occasionally miss a frame, the human eye easily detects that as stutter. But maybe the reason is that my animations are always clamped to fixed integer positions on the canvas; perhaps if I let it use sub-pixel coordinates for situations when my delta was larger than 16.6666, it would appear smoother than it does...
Sep 19, 2012 at 16:34 comment added dougajmcdonald 50 fps should be more that sufficient for smooth animation unless things are moving really fast, normally 30 is considered sufficient!
Sep 19, 2012 at 15:44 comment added jujumbura If 50 fps is alright, how are we supposed to maintain smooth animation? Or is that just not quite an option yet for browser games?
Sep 19, 2012 at 15:41 history edited jujumbura CC BY-SA 3.0
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Sep 19, 2012 at 9:32 comment added Laurent Couvidou 50 fps seems allright to me.
Sep 19, 2012 at 6:22 answer added snake5 timeline score: 2
Sep 19, 2012 at 6:02 comment added Tapio jsfiddle: jsfiddle.net/eNYC5 I don't have a Firefox on this machine, so can't test now unfortunately. Btw, are you running the latest version of FF?
Sep 19, 2012 at 5:54 comment added Tapio Sidenote, you don't need to wrap one-function callbacks in anonymous functions, you can use them directly, e.g. requestAnimFrame(animate);
Sep 19, 2012 at 5:21 history asked jujumbura CC BY-SA 3.0