Advice for using a 2D game engine verses D3.js


I am currently working on a project that utilizes D3.js.

The graph will display real-time data that occurs between two dates. The graph must handle high volumes of data, possibly dozens of events per second.

Each piece of data only has a domain of a few seconds, and the domain of the whole graph at a given point in time will be from the current time to the current time minus 10 seconds.

Since the data needs to be displayed in real-time at such a tight domain, the graph must be updated every 30 milliseconds to shift its domain over by 30 milliseconds. Old data goes off the screen, and new data comes on the screen. This creates an FPS of 30 frames per second for the scrolling effect.

Can D3 handle these rapid re-renders? Or should I go with a 2D game engine instead, with a rendering pipeline built explicitly around a real-time game loop?

Does D3’s SVG rendering process cause more lag than the shader pipeline of a modern frontend 2D game engine?

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