I’ve made exactly two projects that utilized canvas, both of which I “released” in a sense. One contains 248kb of JS code and the other contains 246kb. That’s before it’s minified.
So I guess that means I did my canvas code right. Lol.
(Unless you meant 3d canvas or WebGL stuff with which I haven’t played.)
Not yet, but I often code myself some experiments involving datasets (i like to experiment with Natural Language Processing, randomness, programmatic art and demoscenes, the list goes on).
I really hope you don’t know about this 4GB limit specifically because you’ve run up against it while doing anything real-world.
Canvas code can get out of hand very quickly if not done right
I’ve made exactly two projects that utilized canvas, both of which I “released” in a sense. One contains 248kb of JS code and the other contains 246kb. That’s before it’s minified.
So I guess that means I did my canvas code right. Lol.
(Unless you meant 3d canvas or WebGL stuff with which I haven’t played.)
I think they’re referring to the memory footprint, not the source code file size.
Code size isn’t really related to how much graphics data you’re throwing in RAM
Not yet, but I often code myself some experiments involving datasets (i like to experiment with Natural Language Processing, randomness, programmatic art and demoscenes, the list goes on).