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Performance Optimization

Master object pooling, spatial partitioning, and render optimization for 60 FPS+. Build lightning-fast games that run smoothly on any device.

5 Sections

⏱️ 5 Hours

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📚 Sections

Introduction to Performance

Section 1 of 5

Learn to optimize your game for smooth 60 FPS+ performance across all devices. Performance optimization is critical for great player experience. We'll cover profiling, bottleneck identification, and advanced techniques. Master object pooling, spatial partitioning, and render optimization to build lightning-fast games.

🔑 Core Techniques

♻️

Object Pooling

Eliminate GC pauses by reusing objects. Essential for bullets, particles, and frequently spawned entities.

  • Pool pattern implementation
  • Pre-allocation strategies
  • Acquire/release lifecycle
  • Auto-growing pools
🗺️

Spatial Partitioning

Optimize collision detection with quadtrees, grids, and spatial hashing to handle thousands of entities.

  • Quadtree/Octree structures
  • Grid-based partitioning
  • Broad-phase collision
  • Range queries
🎨

Render Batching

Reduce draw calls by batching similar objects, using sprite atlases, and instanced rendering.

  • Sprite atlas generation
  • Draw call batching
  • WebGL instancing
  • Dirty rectangle updates
📊

Profiling Tools

Measure, analyze, and optimize using Chrome DevTools, custom monitors, and performance APIs.

  • Chrome DevTools profiler
  • Performance.now() timing
  • FPS monitoring
  • Memory leak detection

🖼️ Interactive Demo

Compare performance with and without optimization. Toggle pooling and spatial partitioning to see FPS impact.

1000
FPS:60
Toggle optimizations to see FPS impact. Green pooling & Grid visualization.

🎮 Hands-On Projects

🔫

Bullet Hell Optimizer

⭐ Project

Features:

  • 10,000+ bullets on screen
  • Object pooling system
  • Quadtree collision detection
  • Sprite batch rendering

Tech Stack:

  • Canvas API
  • Object pools
  • Quadtree
  • RequestAnimationFrame

Learning:

  • Pool management
  • Spatial optimization
  • Draw call reduction
  • Performance monitoring
⏱️ 3-4 hours
🏃

60 FPS+ Platform Engine

⭐ Project

Features:

  • Smooth 60 FPS gameplay
  • Layered rendering
  • Dirty rectangle updates
  • Profiler dashboard

Tech Stack:

  • Canvas layers
  • Off-screen buffers
  • Custom profiler
  • Performance API

Learning:

  • Frame budget analysis
  • Render optimization
  • Bottleneck identification
  • Micro-optimizations
⏱️ 4-5 hours

✅ Best Practices

📊

Measure First

Always profile before optimizing. Focus on real bottlenecks, not perceived issues.

⏱️

60 FPS Budget

You have ~16.67ms per frame. Aim for 10-12ms to leave headroom for browser overhead.

📦

Batch Everything

Group similar draw calls, use sprite atlases, and minimize state changes.

♻️

Pool Frequently

Pool any object created/destroyed >10 times per second: bullets, particles, effects.

🗺️

Spatial Queries

Use spatial partitioning for >100 entities. O(n²) doesn't scale.

💾

Cache Lookups

Cache DOM queries, canvas contexts, and frequently accessed properties.

📚 Learning Resources

📖 Recommended Reading

  • "Game Programming Patterns" by Robert Nystrom
  • "High Performance Browser Networking"
  • Chrome DevTools documentation
  • Mozilla Performance guides

🔧 Tools & Libraries

  • Chrome DevTools Performance tab
  • Stats.js – FPS monitor
  • PixiJS – Optimized 2D renderer
  • Matter.js – Physics with spatial partitioning

🎮 Case Studies

  • Slither.io – Handling thousands of players
  • Agar.io – Quadtree implementation
  • Realm of the Mad God – Object pooling
  • Vampire Survivors – Entity optimization

💡 Advanced Topics

  • Web Workers for parallel processing
  • WebAssembly for CPU-intensive code
  • OffscreenCanvas for background rendering
  • GPU.js for GPU compute

🎉 Congratulations!

You've completed Performance Optimization! Ready for the next lesson?

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