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whoa, if i just use sprites (instead of procedural graphics) my functional cljs graphics experiment easily updates 1k+ objects at 60fps
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the reconciling logic for procedural graphics is slow, then, but the approach as a whole is not without merit. hm hm.
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what makes e.g. react fast is figuring out the minimal updates to make on the assumption that most of the ui does not actually change often
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this is an important optimization, but in games (unlike UIs) it is not unreasonable for a few hundred things to be updating every frame
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so i've been testing functionally reconciling a lot of changing objects (rotating asteroids) as a stress test, and 1k+ was kind of my goal