I am unsure why we are talking about GPU-based tesselation again. I said do it on the CPU in my comment you are referencing.
> Counter-intuitively, stroked paths are harder to render than filled ones.
I would if it could be rendered via a 2D SDF? Similar to how you can do resolution independent fonts/decals via SDFs... basically use a cutoff distance from stroke midline or similar.
> Also, the code in general is slow compared to C++, C# and many other statically typed languages. It’s incredibly hard to generate fast code from very dynamic languages like JS or Python, where everything is a hash map.
The above is 100% incorrect. The trick is to not use slow hashmaps and then your code is near the speed of C++. Use ArrayBuffers instead for everything. I said this in my earlier comment.