I missed the dev meet up, I'm on holiday in Istanbul at the moment, here's
some additional thoughts i had nodding off last night:
I don't know what the performance bottle necks in the canvas are but i had
a think about vector graphics performance and this is what I identified:
caching of objects and image sections, reducing the fidelity when an
object is being modified dynamically, improved drawing algorithms
(integer) ... that's a no brainier (fits in with fidelity), clipping (which
also fits in with caching), and finally JIT compiling drawing operations
with dynamic elements in their inner loops so that they can be properly
optimized out, vectorized and unrolled etc...
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