It’s still slow. I’m aware of the limitations and background to browser tech, but it’s depressing that it’s somehow problematic drawing a few hundreds of sprites in 2012 while my ancient Gameboy DS can manage quite fine thankyouverymuch :)
Having to write your own mouse event detection for sprite down/up/over/out. I guess this is one of the biggest reasons for the explosion of HTML5 game engines. It’s quite non-trivial and un-fun to set up properly. Actually getting the real mouse coordinates is also quite hard to do.
On the plus side, it’s a breath of fresh air to get back the control of immediate mode – it seems historically that this tends to be the optimal approach, give us the render loop!
Now you’ve got this far – here is some accidental art which happened this morning, and which I’m particularly proud of: