Not yet, but I often code myself some experiments involving datasets (i like to experiment with Natural Language Processing, randomness, programmatic art and demoscenes, the list goes on).
I’ve made exactly two projects that utilized canvas, both of which I “released” in a sense. One contains 248kb of JS code and the other contains 246kb. That’s before it’s minified.
So I guess that means I did my canvas code right. Lol.
(Unless you meant 3d canvas or WebGL stuff with which I haven’t played.)
I really hope you don’t know about this 4GB limit specifically because you’ve run up against it while doing anything real-world.
Not yet, but I often code myself some experiments involving datasets (i like to experiment with Natural Language Processing, randomness, programmatic art and demoscenes, the list goes on).
Canvas code can get out of hand very quickly if not done right
I’ve made exactly two projects that utilized canvas, both of which I “released” in a sense. One contains 248kb of JS code and the other contains 246kb. That’s before it’s minified.
So I guess that means I did my canvas code right. Lol.
(Unless you meant 3d canvas or WebGL stuff with which I haven’t played.)
I think they’re referring to the memory footprint, not the source code file size.
Code size isn’t really related to how much graphics data you’re throwing in RAM