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JS animations that can approach flash level quality are hard to do.

It is like saying that you don't need native video support, but you use JS to interpolate initial image.




The latter is false because the APIs for image manipulation don't give you features like hardware video-compression-codec decoding, and so you just can't really drive a <canvas> fast enough using JS to draw video on it.

The JS graphics+SVG APIs, however, do have all the right primitives exposed to let you do flash-level animation. It's not a matter of incapability; it's just a matter of nobody having coded the right framework, or the right framework (i.e. the one Animate uses) being proprietary and without an open-source attempt to clone it.

That doesn't suggest browser vendors should step in and put the capability into the browser, any more than the inability to do realtime 3D without a framework like three.js or a game engine like Unity's HTML5+WebAssembly engine, suggests that browsers should create a common, native game-engine-like API.




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