In the example of the ball, I might have a sprite generating the
image of the ball, and LFOs modulating the X and Y coordinates so
that it moves around on the screen.
Cool... shadebobs!
I had a thought that holding an image for an arbitrary number of
frames would be pretty easy to implement as a JS patch but when I
tried it it doesn't run as smoothly as I imagined it would. It's
pretty simple, just a ring buffer holding __image types.
Is this a silly thing to try due to the sheer volume of memory needed
to hold, say, 50 frames of images?
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