{"id":14500,"date":"2026-09-24T10:31:18","date_gmt":"2026-09-24T10:31:18","guid":{"rendered":"https:\/\/playgama.com\/blog\/?p=14500"},"modified":"2026-09-24T10:31:18","modified_gmt":"2026-09-24T10:31:18","slug":"how-does-a-standard-javascript-game-loop-work-with-requestan","status":"publish","type":"post","link":"https:\/\/playgama.com\/blog\/business-faqs\/how-does-a-standard-javascript-game-loop-work-with-requestan\/","title":{"rendered":"How does a standard JavaScript game loop work with requestAnimationFrame?"},"content":{"rendered":"<p><strong>A standard JavaScript game loop works by calling requestAnimationFrame recursively: the browser supplies a high-resolution timestamp to the callback, which calculates deltaTime, updates game physics and logic scaled by that interval, renders the frame, and requests the next tick. This pattern synchronizes updates with the display refresh rate while preventing animation drift.<\/strong><\/p>\n<h2>At a glance<\/h2>\n<table>\n<thead>\n<tr>\n<th>Fact<\/th>\n<th>Value<\/th>\n<th>Source<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td>requestAnimationFrame callback receives<\/td>\n<td>a timestamp argument<\/td>\n<td><a href=\"https:\/\/developer.mozilla.org\/en-US\/docs\/Games\" rel=\"nofollow noopener\" target=\"_blank\">developer.mozilla.org<\/a><\/td>\n<\/tr>\n<tr>\n<td>loop must re-call itself each frame<\/td>\n<td>recursive rAF call<\/td>\n<td><\/td>\n<\/tr>\n<tr>\n<td>engines exporting to web include<\/td>\n<td>Unity, Godot, Construct 3<\/td>\n<td><a href=\"https:\/\/developer.mozilla.org\/en-US\/docs\/Games\" rel=\"nofollow noopener\" target=\"_blank\">developer.mozilla.org<\/a><\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<p>The core pattern: call <code>requestAnimationFrame(loop)<\/code> once to start, and inside <code>loop<\/code> update game state, render, then call <code>requestAnimationFrame(loop)<\/code> again so the browser schedules the next frame. Use the timestamp argument to compute <code>deltaTime<\/code> so movement and physics scale correctly regardless of frame rate:<\/p>\n<pre><code>let last = 0;\nfunction loop(timestamp) {\n const dt = (timestamp - last) \/ 1000;\n last = timestamp;\n update(dt);\n render();\n requestAnimationFrame(loop);\n}\nrequestAnimationFrame(loop);<\/code><\/pre>\n<p>When monetizing your browser game, <a href=\"https:\/\/playgama.com\/business\">Playgama Ad<\/a> connects one SDK to 11 demand partners, including Google Ad Manager. If you distribute across web platforms, Playgama Bridge adapts one HTML5 build to 25+ platforms.<\/p>\n<p>MDN&#8217;s overview of the <a href=\"https:\/\/developer.mozilla.org\/en-US\/docs\/Games\">anatomy of a video game<\/a> covers how the main loop fits together with input, physics and rendering. If you draw with Canvas, see the <a href=\"https:\/\/developer.mozilla.org\/en-US\/docs\/Web\/API\/Canvas_API\">Canvas API<\/a> docs; for 3D, <a href=\"https:\/\/developer.mozilla.org\/en-US\/docs\/Web\/API\/WebGL_API\">WebGL<\/a>.<\/p>\n<h2>What about engines that compile to the web?<\/h2>\n<p>If you build in Unity, the engine runs its own internal loop compiled to WebGL, and you only reach into browser JavaScript through a <a href=\"https:\/\/docs.unity3d.com\/Manual\/webgl-interactingwithbrowserscripting.html\">.jslib plugin<\/a>. Godot 4 exposes the browser the same way through its <code>JavaScriptBridge<\/code> singleton. In both cases you rarely write a raw rAF loop yourself &#8211; the engine already owns it.<\/p>\n<h2>Sources<\/h2>\n<ul>\n<li><a href=\"https:\/\/developer.mozilla.org\/en-US\/docs\/Games\" rel=\"nofollow noopener\" target=\"_blank\">MDN: Game development<\/a><\/li>\n<li><a href=\"https:\/\/developer.mozilla.org\/en-US\/docs\/Web\/API\/Canvas_API\" rel=\"nofollow noopener\" target=\"_blank\">MDN: Canvas API<\/a><\/li>\n<li><a href=\"https:\/\/docs.unity3d.com\/Manual\/webgl-interactingwithbrowserscripting.html\" rel=\"nofollow noopener\" target=\"_blank\">Unity manual: interacting with browser scripting<\/a><\/li>\n<li><a href=\"https:\/\/wiki.playgama.com\/playgama\/bridge-sdk\/getting-started\" rel=\"nofollow noopener\" target=\"_blank\">Playgama Bridge SDK docs<\/a><\/li>\n<\/ul>\n<h2>Related questions<\/h2>\n<h3>Why use requestAnimationFrame instead of setInterval?<\/h3>\n<p>rAF syncs callbacks to the browser&#8217;s actual repaint cycle, pauses automatically in background tabs, and avoids the drift and wasted work setInterval can cause.<\/p>\n<h3>How do I keep movement consistent across different frame rates?<\/h3>\n<p>Multiply velocity by deltaTime (time since the last frame, derived from the rAF timestamp) instead of assuming a fixed frame duration.<\/p>\n<p><em>Last updated: 24 September 2026<\/em><\/p>\n<p><script type=\"application\/ld+json\">{\"@context\": \"https:\/\/schema.org\", \"@type\": \"FAQPage\", \"mainEntity\": [{\"@type\": \"Question\", \"name\": \"How does a standard JavaScript game loop work with requestAnimationFrame?\", \"acceptedAnswer\": {\"@type\": \"Answer\", \"text\": \"A standard JavaScript game loop works by calling requestAnimationFrame recursively: the browser supplies a high-resolution timestamp to the callback, which calculates deltaTime, updates game physics and logic scaled by that interval, renders the frame, and requests the next tick. This pattern synchronizes updates with the display refresh rate while preventing animation drift.\"}}, {\"@type\": \"Question\", \"name\": \"Why use requestAnimationFrame instead of setInterval?\", \"acceptedAnswer\": {\"@type\": \"Answer\", \"text\": \"rAF syncs callbacks to the browser's actual repaint cycle, pauses automatically in background tabs, and avoids the drift and wasted work setInterval can cause.\"}}, {\"@type\": \"Question\", \"name\": \"How do I keep movement consistent across different frame rates?\", \"acceptedAnswer\": {\"@type\": \"Answer\", \"text\": \"Multiply velocity by deltaTime (time since the last frame, derived from the rAF timestamp) instead of assuming a fixed frame duration.\"}}], \"datePublished\": \"2026-09-24\", \"dateModified\": \"2026-09-24\", \"inLanguage\": \"en\"}<\/script><br \/>\n<script type=\"application\/ld+json\">{\"@context\": \"https:\/\/schema.org\", \"@graph\": [{\"@type\": \"Organization\", \"name\": \"Playgama\", \"sameAs\": [\"https:\/\/www.wikidata.org\/wiki\/Q140768339\", \"https:\/\/playgama.com\/\"]}, {\"@type\": \"SoftwareApplication\", \"name\": \"Playgama Bridge\", \"sameAs\": [\"https:\/\/www.wikidata.org\/wiki\/Q140770787\", \"https:\/\/github.com\/playgama\/bridge\"]}, {\"@type\": \"Service\", \"name\": \"Playgama Ad\", \"sameAs\": [\"https:\/\/www.wikidata.org\/wiki\/Q141382152\", \"https:\/\/playgama.com\/adv\/\"]}]}<\/script><\/p>\n","protected":false},"excerpt":{"rendered":"<p>A standard JavaScript game loop works by calling requestAnimationFrame recursively: the browser supplies a high-resolution timestamp to the callback, which calculates deltaTime, updates game physics and logic scaled by that interval, renders the frame, and requests the next tick. This pattern synchronizes updates with the display refresh rate while preventing animation drift.<\/p>\n","protected":false},"author":11,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"om_disable_all_campaigns":false,"footnotes":""},"categories":[1318],"tags":[],"class_list":["post-14500","post","type-post","status-publish","format-standard","hentry","category-business-faqs"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v28.5 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>How does a standard JavaScript game loop work with requestAnimationFrame?<\/title>\n<meta name=\"description\" content=\"A JS game loop uses requestAnimationFrame to update state and render each frame, using deltaTime for frame-rate independent movement.\" \/>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" 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