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
Sometimes elements with animation are added while the user doesn't have the elm document focussed. These pile up and their animations trigger all at once when the user switches back to the elm tab.
In one use case that I have, requests come over a websockets (think fast paced multiplayer game) and SVG elements that are supposed to animate for 1-2 seconds are added, they pile up, animate all at once when the user brings the tab into focus and then get removed. This is because the removal trigger is the last item in Animation.interrupt. Having many elements concomitantly animating with javascript makes for a very poor experience.
Since there is no way of knowing at which point in time the user brings the tab back into focus, all elements need to be rendered as they come in.
Another use case is player/world movements. They also pile up and slowly render their entire timeline all at once, causing sluggishness and inaccurate representation of the server state.
Is there a way to force animations to not take longer than the specified duration (from the time of creation), in absolute time, when the animation is overdue?
The text was updated successfully, but these errors were encountered:
Sometimes elements with animation are added while the user doesn't have the elm document focussed. These pile up and their animations trigger all at once when the user switches back to the elm tab.
In one use case that I have, requests come over a websockets (think fast paced multiplayer game) and SVG elements that are supposed to animate for 1-2 seconds are added, they pile up, animate all at once when the user brings the tab into focus and then get removed. This is because the removal trigger is the last item in
Animation.interrupt
. Having many elements concomitantly animating with javascript makes for a very poor experience.Since there is no way of knowing at which point in time the user brings the tab back into focus, all elements need to be rendered as they come in.
Another use case is player/world movements. They also pile up and slowly render their entire timeline all at once, causing sluggishness and inaccurate representation of the server state.
Is there a way to force animations to not take longer than the specified duration (from the time of creation), in absolute time, when the animation is overdue?
The text was updated successfully, but these errors were encountered: