So the animations use requestAnimationFrame - the key thing being to use generators to create imperative for next loops in that case.
The processing stuff uses requestIdleCallback. I polyfill that in a variety of ways.
The problem with other threads is the effort of moving things to and from them, so if the animation was basically a ton of processing that resulted in something simple and small enough to move then it would work. I'm thinking some kind of complex particle simulation or 3d work.
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