1k is impressive as a coding feat, but I'm not sure of the practical application of this - i.e., I'm less impressed with 1k of code when my CPU meter gets into the red zone - and stays there.
My tinfoil-hat conspiracy theory is that the Canvas element was spec'ed into HTML5 by CPU fan manufacturers.
>but I'm not sure of the practical application of this - i.e., I'm less impressed with 1k of code when my CPU meter gets into the red zone - and stays there.
There was a time when algorithms for decoding an audio file put your CPU in the red, yet we found many applications for them :)
Same rant as Steve Jobs claimed why Flash should die years ago.
I got lot of downvots on HN previously by saying HTML5 was the exact same shit as Flash, what's better is that there is no way to block canvas animation ads yet.
The only reason this demo uses a lot of CPU is because it uses a lot of tricks to stay under 1K. Any JS guy could get the same result with far less CPU usage. Also, HTML5 has nothing to do with CPU usage. JavaScript performance (which is quite a bit better than Flash, even with SVG and/or Canvas manipulations) is the thing that actually uses CPU.
It's no help that JS is faster than AS for now, AS used to be much faster than contemporary JS, but how about display ads with dozens of Flash embedded? Fast is only relative.
Think about dozens of canvas animation ads embedded with Javascript. It will be as shitty as Flash. I'll switch to the first browser that allows me to selectively disable all HTML5 crap.
My tinfoil-hat conspiracy theory is that the Canvas element was spec'ed into HTML5 by CPU fan manufacturers.