title: Understanding JavaScript timer thread issues
body: <p>I'm starting on a javascript MMORPG that will actually work smoothly.  Currently, I created a demo to prove that I can move characters around and have them chat with each other, as well as see eachother move around live.</p>
  
  <p><a href="http://set.rentfox.net/" rel="noreferrer">http://set.rentfox.net/</a> </p>
  
  <p>Now Javascript timers are something I have not used extensively, but from what I know, correct me if I'm wrong, is that having multiple setIntervals happening at the same time doesn't really work well b/c it's all on a single thread.  </p>
  
  <p>Lets say I wanted to have 10 different people nuking fireballs at a monster by using sprite background positioning with setInterval -- that animation would require 10 setIntervals doing repainting of the DOM for sprite background-position shifts.  Wouldn't that be a big buggy?</p>
  
  <p>I was wondering if there was a way around all this, perhaps using Canvas, so that animations can all happen concurrently without creating an event queue and I don't have to worry about timers.</p>
  
  <p>Hope that makes sense, and please let me know if I need to clarify further.</p>