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by vbezhenar
254 days ago
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I think that many projects use wrong architecture, when it's a possibility for business code to block animations. IMO all the "user" code must run in a dedicated thread, completely decoupled from the rendering loop. This code can publish changes to a scene tree, performing changes, starting animations, and so on, but these changes ultimately are asynchronous. You want to delete an element from a webpage, but it'll not be deleted at this JS line, it'll be deleted at the next frame, or may be after that, if rendering thread is a bit busy right now. Animations must stay fluid and UI must react to the user input instantly. FPS must not drop. Browser does it wrong. Android GUI API does it wrong. World of Warcraft addons do it wrong. |
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All animation is inherently discrete. No matter how many threads you have, there always has to be the last rendering thread, the thing that actually prepares the calls to the rendering backend. It always has to have frames, and in every frame, in the timestamp T, it will be interested in getting the world state in the timestamp T. So, the things that work on the world state - they have to prepare it as it was in T, not earlier, not later. You cannot completely decouple it.
In one of game projects that I worked on, a physics thread and a game thread actually were pretty decoupled, and what the game thread did was extrapolating the world state from the information provided by physics, because it knew not only the positions of physics objects, but also their velocities. Can we make every web developer to set velocities to the HTML elements explicitly? Probably not.