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This is a great insight. I'd never noticed this about browser stuff, but it's definitely a major issue in video game development.

Like, most game dev frameworks (especially for mobile) leave you with device-level looping, under language-level looping, under framework-level looping, under code-level looping. This, obviously, is hell.

The result is that something as simple as "play this sound file, looping when finished" ranges from awkward to literally impossible. Memory access, garbage collection, and framework timing all collide and leave you with mysterious multi-second gaps while everything tries to sync up. And so everyone building something serious has to dive down past LibGDX into awful, ground-level things like Hammer or un-frameworked C++/Java/etc.

I'm not sure what the cure is - unlike a AAA game, there's room for a tiny bit of inefficiency in a webpage. 0.1-0.5 second loads are reasonable, instead of 0.01 second frame renders. But right now the endless layers are spitting out far too many 10 second load times, and no one even seems to notice the redundancy.



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