I start the loop
function gameLoop(){
update();
draw();
requestAnimFrame(gameLoop);
}
var requestAnimFrame = window.requestAnimationFrame ||
A bit late to the party, but here's how to get the benefit of RAF while also controlling frames/second.
Note: requestAnimationFrame now has a better way of doing things than by using the code pattern in my original 3 year old original answer ... see my update below for the new and improved way.
[Update: requestAnimationFrame now has a better way of throttling]
The new version of requestAnimationFrame
now automatically sends in a current timestamp that you can use to throttle your code execution.
Here is example code to execute your code every 1000ms:
var nextTime=0;
var delay=1000;
function gameLoop(currentTime){
if(currentTime
}