{"comment":{"created_at":"2011-10-14T14:51:23Z","body":"The GC is probably from the fact that you use 1 instead of a variable to update the position","updated_at":"2011-10-14T14:51:23Z","url":"https://api.github.com/repos/mrdoob/three.js/issues/comments/2407435","id":2407435,"user":{"avatar_url":"https://secure.gravatar.com/avatar/04c2549e25ff7a2dce6384a3c8881478?d=https://a248.e.akamai.net/assets.github.com%2Fimages%2Fgravatars%2Fgravatar-140.png","gravatar_id":"04c2549e25ff7a2dce6384a3c8881478","url":"https://api.github.com/users/gero3","id":155535,"login":"gero3"}},"action":"created","issue":{"number":642,"created_at":"2011-10-11T14:40:17Z","pull_request":{"diff_url":null,"patch_url":null,"html_url":null},"body":"If I have an animation that I want to play at a certain FPS on the users screen, how would I accomplish this?  I've seen some people do this:\r\n\r\n```javascript\r\nfunction render()\r\n{\r\n    setTimeout(draw(), 1000/60);  // 60 fps?\r\n}\r\n```\r\n\r\nIs that the proper way to do it?\r\n\r\nWhat happens if someone's computer is too slow to handle the geometry in the scene?  Is there someway to do frame skipping in order to keep their framerate at the target rate but skipping certain frames in order to stay there?","comments":43,"title":"Limit framerate and Frame-skipping","updated_at":"2011-10-14T14:51:23Z","url":"https://api.github.com/repos/mrdoob/three.js/issues/642","id":1875391,"assignee":null,"milestone":null,"closed_at":"2011-10-11T18:51:41Z","user":{"avatar_url":"https://secure.gravatar.com/avatar/35d28880fc9719ab3ee24270b5386eb5?d=https://a248.e.akamai.net/assets.github.com%2Fimages%2Fgravatars%2Fgravatar-140.png","gravatar_id":"35d28880fc9719ab3ee24270b5386eb5","url":"https://api.github.com/users/Jakobud","id":87356,"login":"Jakobud"},"html_url":"https://github.com/mrdoob/three.js/issues/642","labels":[{"name":"Question","url":"https://api.github.com/repos/mrdoob/three.js/labels/Question","color":"dad9ff"}],"state":"closed"},"legacy":{"issue_id":1875391,"comment_id":2407435}}