Minimum Viable Warfare
summary
A minimal warfare simulation is implemented with HTML5 canvas and a proper game loop using window.requestAnimationFrame and time-delta scaling, showing bases and missiles that fire until one side runs out of bullets. Diagnostics target a 16ms budget for 60fps; the demo pushes about 2700 shapes at 5.5ms paint time and leaves roughly 10ms per frame for physics, proving the approach scales until browsers jank under heavier loads.
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