You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
When the global fadeDuration option is set to 0, we run collision detection on every frame, and short-circuit collision fade animations. This makes every frame significantly more expensive to render, but also is supposed to guarantee that when tiles load they have all their symbols fully drawn on the first frame.
Our short-circuiting logic doesn't take account for the fact that we will split collision detection between multiple frames if it takes longer than 2ms. So when a new tile loads, we'll immediately start running collision detection, but if it doesn't finish within 2ms, we'll go ahead and render the tile for a frame and then finish collision detection on the next frame.
I think we should just always do full placement when fadeDuration === 0. It's more expensive, but I think it's what people expect.
When the global
fadeDuration
option is set to0
, we run collision detection on every frame, and short-circuit collision fade animations. This makes every frame significantly more expensive to render, but also is supposed to guarantee that when tiles load they have all their symbols fully drawn on the first frame.Our short-circuiting logic doesn't take account for the fact that we will split collision detection between multiple frames if it takes longer than 2ms. So when a new tile loads, we'll immediately start running collision detection, but if it doesn't finish within 2ms, we'll go ahead and render the tile for a frame and then finish collision detection on the next frame.
I think we should just always do full placement when
fadeDuration === 0
. It's more expensive, but I think it's what people expect.cc @tristen @mzdraper @ansis
The text was updated successfully, but these errors were encountered: