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If I run the script on Firefox or Safari, it runs fine. If I run it on Chrome, it will only reach ~3fps.. How can I fix this??
You can check out the exported sketch here https://github.com/montoyadiego/AtomBeatDoodle
Looks like the issue may be local to your instance of Chrome: it appears to run at more than 3fps to me (and the PC I'm running on here is a slow nettop). Not blazing fast; but by no means that slow. Do you get any output in the console (F12)?
So, more detailed info about the problem:
On Windows: If I run the sketch on Chrome from the Processing Server I get the 3fps, but nothing in the console. If I export for Web and open index.html with Chrome, the sketch does not show up and I get this in the console:
XMLHttpRequest cannot load file:///C:/Diego/Arte/AtomBeatPondGit/web-export/AtomBeatPondGit.pde. Cross origin requests are only supported for protocol schemes: http, data, chrome, chrome-extension, https, chrome-extension-resource.ajaxAsync @ processing.js:937
Uncaught Processing.js: Unable to load pjs sketch files: AtomBeatPondGit.pde ==> XMLHttpRequest failure, possibly due to a same-origin policy violation. You can try loading this page in another browser, or load it from http://localhost using a local webserver. See the Processing.js README for a more detailed explanation of this problem and solutions.
Uncaught NetworkError: Failed to execute 'send' on 'XMLHttpRequest': Failed to load 'file:///C:/Diego/Arte/AtomBeatPondGit/web-export/AtomBeatPondGit.pde'
I found the problem and a solution. Actually there where two problems, one solved by GoToLoop's answer (running the sketch locally) and the other was bottleneck caused by how line() behaves on chrome.
I had a for loop that caused a lot of line() calls. A call to beginShape() before the loop, substituting line() with vertex() and endShape() after the loop improved performance a lot. ~40fps on Chrome now, 60fps on Firefox and Safari.
You think I should report this as a bug or feature request? If so, where?