Comments (5)
node-webgl is based on nodejs. The implementation of RequestAnimationFrame() is based on nodejs timing so it is of higher resolution than in web browsers.
On Mar 31, 2016, at 11:47 AM, Dillybob92 <[email protected]mailto:[email protected]> wrote:
I'm looking for an alternative to Electron.
I hate how Chromium disables RequestAnimationFrame and looking to just get my game working inside a canvas element and ship it as just an app. I could convert my ui using html to use webgl instead.. would switching to use this be a good idea?
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Hmm. Thanks. I'm wondering if it's possible to then edit node's source and disable the requestanimationframe from not happening when the window is minimized? I guess doing that would be a lot easier than re-compiling Chromium, right?
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yes you can edit the code to your own purpose.
On Mar 31, 2016, at 2:29 PM, Dillybob92 <[email protected]mailto:[email protected]> wrote:
Hmm. Thanks. I'm wondering if it's possible to then edit node's source and disable the requestanimationframe from not happening when the window is minimized? I guess doing that would be a lot easier than re-compiling Chromium, right?
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So, if node-webgl depends on nodejs, it means that is enough to have nodejs onboard of various of platforms to run your webgl application?
I'm endeavouring my own game, so I'm seeking for solution to run my game from every platform as standalone.
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