4 ms·
Probaly not a browser issue, looking at this line of the generated JS: > var physics_scene = squint_core.atom(({ "gravity": [0, 0], "dt": (1 / 60), "balls": []
by jakopo87 3y ago
Probaly not a browser issue, looking at this line of the generated JS:
> var physics_scene = squint_core.atom(({ "gravity": [0, 0], "dt": (1 / 60), "balls": [], "obstacles": [], "flippers": [], "score": 0 }));
I think it run faster for any refresh rate higher than 60hz.
Changing the value from 60.0 to 120.0 in this line:
> :dt (/ 1.0 60.0) ;; slow down sim
and recompiling, makes it run correctly.
- Borkdude 3y agoIs there a way to get the refresh rate programmatically?
- jakopo87 3y agoI was not able to find one, but this js snippet: > https://gist.github.com/capfsb/3fd1b700b4732debb29aefd576cf54ef https://gist.github.com/capfsb/3fd1b700b4732debb29aefd576cf5... correctly reports 240hz for me. The fun thing is that 240 makes everything too slow, whereas 120 works fine.
- eplawless 3y agoYeah, you drive things with https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame https://developer.mozilla.org/en-US/docs/Web/API/window/requ... since it's dynamic