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@grapefrukt I'm going through the canvas API, I'm not dealing with the graphics card myself at all. seems like the case of throwing a long path at it is pretty optimised, and the bottleneck I can see is literally just doing sin & cos to calculate the positions.
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@grapefrukt plus, I have no idea how to generate a bezier curve to follow the sum of circular paths - seems like it would be a p hairy approximation?