Kyle Simpson
Kyle Simpson
> If you can slightly degrade presentation and improve the experience, you should do so. Yeah, this seems like a nice option. In practice with a game, I think this...
Another option is that the game could default to NOT tracking framerate, but let the user pick an option (after having played at least once) that says something like "adjust...
> Take a cue from streaming video Speaking of video, the experience that most people are used to now is that they're picking a quality of the streaming feed themselves....
> This is an issue because it makes your game FPS dependent. I intentionally made the game timing FPS dependent rather than having variable frame rates, so that the speed...
> still much slower than WebGL Can you explain what you mean by using WebGL here? I'm not doing any 3d, so I don't know why involving the extra complexities...
these are great thoughts! thanks everyone, keep them coming!
@joekarl if i'm already getting 59+ fps on modern devices, how much better could webgl possibly be? it's pretty unlikely to help much on the older devices, right?
this process of "decoupling" as suggested seems way more complex of a refactoring than just adjusting the ratios based on observed framerate. the former is lots of code rewriting (and...
[canvas support](http://caniuse.com/#search=canvas) [webgl support](http://caniuse.com/#search=webgl)