2024 06 07 efficiency of loop time check vs using settimeout for animations - bizkite-co/handterm GitHub Wiki
original file name: Codeium Chat - rrwCI0cIrOomX8iTcuddWcb1XtDGZOez.md
summary: The user is questioning the efficiency of their current implementation of checking elapsed time in each loop of the main animation loop and considering using a setTimeout
with a frameDelay
instead. They are wondering if this change would be more efficient. The assistant explains that using requestAnimationFrame
(rAF
) with elapsed time checks is generally considered best practice for animation loops in JavaScript. The assistant outlines the benefits of rAF
over setTimeout
, such as frame rate control, visibility handling, and precision. The assistant recommends sticking with rAF
and elapsed time checks for smooth animation in the user's specific case, as it seems like they are working on a game or application where smooth animation is a priority.
date: 2024-06-07T19:28
Note: This is purely the output of the chat conversation and does not contain any raw data, codebase snippets, etc. used to generate the output.
User at 7:28 pm, Jun 7, 2024
We are calling this on every loop of the main animation loop.
We check if the elapsed time is greater than the frameDelay
and we only increment the frameIndex if it is.
Would it be more efficient to simply put a setTimeout
of frameDelay
on the main animation loop and remove other elapsed
time checks?
Codeium at 7:28 pm, Jun 7, 2024
The current implementation using requestAnimationFrame
(rAF
) combined with elapsed
time checks is generally considered a best practice for animation loops in JavaScript, especially for games or interactive animations. This is because rAF
is optimized for such tasks and allows the browser to control the frame rate, making it more efficient and smoother.
Using setTimeout
can make the animation less smooth and less synchronized with the browser's painting process. Here's why:
-
Frame Rate Control:
rAF
is synced with the browser's repaint cycle, which usually matches the refresh rate of the display (~60 FPS on most displays). This means the animation will be as smooth as possible and won't run faster than the screen can update. -
Visibility Handling:
rAF
is paused when the tab is not visible, saving processing power and battery life.setTimeout
would still fire even when the tab is not in view. -
Timeout Drift:
setTimeout
is not as precise asrAF
for animations. Delays can accumulate over time, causing a drift in the animation.
However, if frameDelay
is significantly longer than the screen's refresh rate (e.g., if frameDelay
is 500ms), using setTimeout
could be more efficient because rAF
could be overkill for such slow animations.
If you want to keep the frameDelay
feature with rAF
, you can continue to use the elapsed time check. This combination ensures you maintain the animation at the desired pace while still taking advantage of rAF
's benefits.
In your particular case, from the code you provided, especially the animate
function in BaseCharacter.tsx:updatePositionAndAnimate
, it seems like you're implementing a game or an application where smooth animation is likely a priority. Therefore, I would recommend sticking with requestAnimationFrame
and elapsed time checks rather than switching to setTimeout
.