Using a forEach loop within the RequestAnimationFrame function

I am currently developing a project using THREEjs and would like to organize it in the following manner:

    class Blah
       scene    : new THREE.Scene()
       renderer : new THREE.WebGLRenderer()
       camera   : new THREE.PerspectiveCamera()

       render : ( renderables )->

          renderables.forEach ( renderable )->
             renderable()

          @renderer.render( @scene, @camera ) 

   foo = new Blah()

   animateMovie =->
       requestAnimationFrame( animateMovie )     
       foo.render([baz.update, bar.update])

In the above code snippet, the render method accepts an array of functions to update. I am curious whether having a loop inside the animateMovie function, which is recursively called using requestAnimationFrame, could potentially lead to a stack overflow. Additionally, I am concerned about any performance issues that may arise from implementing this approach.

Answer №1

Utilizing the requestAnimationFrame() function instructs the browser to execute a callback function just before the next repaint operation takes place.

This method is exceptionally valuable when incorporating JavaScript for animations and continuous UI modifications. By synchronizing with the browser's repaint timing, it creates a more seamless visual experience compared to alternatives like setInterval().

Keep in mind that the requestAnimationFrame() function executes just once. To make it iterate continuously, you can implement a concept known as recursion.

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