code: function animationLoop() {
    var
      // grab current time
      t = time(),
      // calculate how many millisends we have
      fps = 1000 / next.minFPS,
      // used to flag overtime in case we exceed milliseconds
      overTime = false,
      // take current frame queue length
      length = getLength(qframe, qframex)
    ;
    // if there is actually something to do
    if (length) {
      // reschedule upfront next animation frame
      // this prevents the need for a try/catch within the while loop
      requestAnimationFrame(animationLoop);
      // reassign qframex cleaning current animation frame queue
      qframex = qframe.splice(0, length);
      while (qframex.length) {
        // if some of them fails, it's OK
        // next round will re-prioritize the animation frame queue
        exec(qframex.shift());
        // if we exceeded the frame time, get out this loop
        overTime = (time() - t) >= fps;
        if ((next.isOverloaded = overTime)) break;
      }
      // if overtime and debug is true, warn about it
      if (overTime && next.debug) console.warn('overloaded frame');
    } else {
      // all frame callbacks have been executed
      // we can actually stop asking for animation frames
      frameRunning = false;
      // and flag it as non busy/overloaded anymore
      next.isOverloaded = frameRunning;
    }
  }
docs: responsible for centralized requestAnimationFrame operations