Earlier quoted context omitted.
Having watched Notch write Prelude of the Chambered (which I then ported to JRuby) it seems he really loves this direct pixel manipulation style - as do I! The sad part, though, is it doesn't particularly scale well with canvas (yet) and using sprites, shape primitives, or even WebGL is way to get full speed at a regular resolution. (Imagine a 640x480 pixel field of randomized colors, you can get hundreds of FPS for…
> Having watched Notch write Prelude of the Chambered (which I then ported to JRuby) it seems he really loves this direct pixel manipulation style - as do I! > The sad part, though, is it doesn't particularly scale well with canvas (yet) and using sprites, shape primitives, or even WebGL is way to get full speed at a regular resolution. It doesn't just not scale well with canvas, it doesn't scale well with modern har…
It looks to me like it's probably making a single call for each frame. Perhaps it mostly depends on how well the pixels.data[] call is implemented.