> Rotating objects frequently (rotate behavior or setting angle every tick) is one that doesn't show up in that list, but it can really slow things down, especially if you are rotating large objects.
>
so Nate goes and makes a game where almost *every* object constantly rotates...
Really don't think it matters on desktops. Maybe if you had thousands of objects, but even then, I don't think offscreen objects are drawn at all, so I assume having them rotate wouldn't matter.
I was under the impression that mobile GPUs would be pretty good at elemental operations like translation, scaling, rotation, etc. Did you experience this on CocoonJS as well? I'll have to test it.
I've haven't used Canvas+ much. I basically went into development figuring that CJS Canvas+ could break at any time since it's not officially supported anymore, so I couldn't place my faith in it. Also, I wanted my game to be able to run on lower-end devices, even with crosswalk. A masochist, I know...
Anyway, I'm certainly not saying you can't do rotation on mobile, just that, in my limited testing, it's much more expensive than translation and scaling. I didn't totally geek out and dive into why since I'd like to actually get my game finished...