Happy to answer any questions! And here are a couple of scattered thoughts:
* I'm really interested in what this looks like if you use animations (firefox supports animated favicons) - I could, for example, anticipate future ball positions and create animated SVGs to get a much nicer framerate.
* A friend pointed out offline that canvas rasterization (typically) is on the GPU, which is probably why my performance intuitions with my stuttering animation were so wrong
* I am only moderately confident that chrome caps favicon updates to 4 a second; I know there are a lot of different ways to update favicons and I could have missed something here!Did you solve it? A great resource is Jake Gordon's blog on simple JavaScript game design. He uses a double buffer front and back canvas game loop.
I was doing something inefficient (updating all my favicons many times a second), but I didn't really understand why that would cause stuttering in my foregrounded tab. My thought process was that the favicon stuff was happening in different tabs in different threads, and so it didn't make sense to me that the thread in charge of the foregrounded animation should suffer (unless my entire computer had slowed to a crawl and everything was getting slower - but it hadn't).
And my friend's point was just that i was probably GPU-bound and not CPU-bound (or at least I could be) and so I was not thinking about the original problem correctly.
This, the global cap locks, the bad apple regex, the uuids, and more all since the 1 million checkboxes. I'm impressed with your hustle.
It reminds me of the older internet, when people would make things just to be silly and have fun. I had some fun last night inspired by some of the stuff he has been posting making a very funny kind-of-quine that outputs its own source code of the page showing it, via BEAM decompilation and some other tricks. I wish I had the time to crank out things like this, and it makes me smile to know that there are people out there creating things in this manner that will just keep things interesting for all of us.
The piece that gets the sort-of quine is here, if anyone wants a laugh https://github.com/notactuallytreyanastasio/blog/blob/main/l...
I definitely had his URL stuff in mind when making this, but it'd been a while since I had actually read through his blog / watched his video. It was really fun to come back to it mid-project and remember that he went in the same "stack windows to get 2 dimensions" direction.
* "Show HN: I saw this mind-blowing experiment, so I made a simple version of it" (25.11.2023) https://news.ycombinator.com/item?id=38413660
* "Synchronize a 3D scene across multiple windows using Three.js and localStorage" (27.11.2023) https://news.ycombinator.com/item?id=38437773
* afaik I'm capped at 4 FPS (just how often you can update tabs)
* more of the screen is likely to update on each frame, which requires way more "turning canvases into data urls to update favicons," which is expensive with my current implementation (although I wasn't aware of offscreencanvas, which might help here)I absolutely love this stuff... I sort of think Doom at 4FPS is... juuuuust in the realm of playable if you've played it before haha
[0] https://news.ycombinator.com/item?id=2251463
[1] https://news.ycombinator.com/item?id=24396780
[2] https://www.reddit.com/r/Doom/comments/ezuw1f/doom_on_cnc_ma...
There's a few guides out there on this, and I'm sure someone has done one for tab width already.
Maybe that's cheating though. (there's also browser.tabs.tabMinWidth but I think it still forces a minimum unfortunately)