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Here's what I found out by following this link. context.drawImage can take an img, canvas, or video element. So you can decide to use the contents of an off-screen canvas as a pattern. // First we create a canvas to draw our pattern on // Doesn't actually have to be in the DOM var offscreenCanvas = document.createElement('canvas'); offscreenCanvas.width = ...


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I had to address this same problem, basically you're doing it the right way, updating at a set rate of updates per second, and thus a set speed per second and rendering as fast as possible independently of that speed. That way it doesn't matter how you measure things in your update as long as you keep it consistent it'll be the same speed regardless of how ...


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There's two issues in your code. Firstly, you update the lastRenderTime at each iteration so now - this.lastRenderTime has always more or less the same value (the time between now and the last iteration). Your assignation (this.lastRenderTime = now) should be inside your if brackets. Secondly, you're doing your comparison the wrong way. you should check ...


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Paul Bakaus shared some info in a 26 Oct 2012 comment on this Google Talk video. As creator of the engine, let me chime in. You are partially right in that we have never released the full blown iso engine, but we did in fact release individual components of it at https://github.com/zynga. Most notably our state-of-the-art build system Jasy ...



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