More of an enhancement than an issue, the problem with canvas rendering is that, once you have more than say 800 - 1000 items being rendered, the canvas becomes super slow.
The solution around this would obviously be to use WebGL instead of the canvas context (if it is available, but usually if you can use canvas you can use WebGL).
I'm not sure if it would be better to depend on a library (like https://two.js.org/) or create one from scratch.
@micahstubbs perhaps we can spend some time on discord to discuss some of this?
More of an enhancement than an issue, the problem with canvas rendering is that, once you have more than say 800 - 1000 items being rendered, the canvas becomes super slow.
The solution around this would obviously be to use WebGL instead of the canvas context (if it is available, but usually if you can use canvas you can use WebGL).
I'm not sure if it would be better to depend on a library (like https://two.js.org/) or create one from scratch.
@micahstubbs perhaps we can spend some time on discord to discuss some of this?