I'm using p5js to program an animation with a timer countdown.  I set my timer up to be updated each frame within an object that is being animated by the draw() function in sketch.  Because of this, setInterval() will not work for what I'm tr...
In my SVG based web application, a user can select a large number of shapes (even 800 or more) & move them about on the screen, which as one can imagine severely impacts the framerate. After reading the merits of requestAnimationFrame, I have bee...
I am making a small game in HTML5 with the canvas elements. It runs great on MOST computers, but it is lags on others. However, it doesn't skip frames, it continues to render each frame and the game slows down. I am trying to write a function to...
I have a light-rendering method written in JavaScript, which can set the brightness of each object. If I call rendering objects with this filter in the main loop, it'll be very slow (8-10 fps). Is it too much for JavaScript, or just an unoptimize...
I've been struggling fruitlessly to implement a way to measure how many frames per second are rendered accurately in my app (It is an Android app using HTML5/JavaScript and built using Cordova).   The application uses a number of animation techni...
I have my time format as  00:00:00:00  (HH : MM : SS: FF) where FF denotes framerate -29fps. Can anybody help how to validate the start time and end time using jQuery, when end time should not be less than start time....
I am creating a html5 canvas game and want to check how many frames pass in one second. I have tried using new Date(), and it is not working. How would I manage to do this? javascript template/example:  var fps; function loop(){     //some code...
I'm trying to create a canvas game for fun and learning but my code not running as I want.  I have a character in the game that walks right/left/up/down and every move adds some px to image and making the animation.  It means if the character is...
I'm doing a series of tests (small study) to see the difference in fluid animation (by measuring Frames per second) between using JS to animate an object or JS with CSS3 doing the animating.  I've already found some solutions for getting FPS...
I am trying to measure the FPS that I am getting from my WebGL webpage, using FPSMeter. I would like to measure the FPS from within canvas element, in which I am rendering a graphic. The body and canvas are declared as follows:  <body onload="...

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