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
Your Progress
0%📚 Sections
Introduction to Performance
Section 1 of 5
🔑 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.
🎮 Hands-On Projects
Bullet Hell Optimizer
⭐ ProjectFeatures:
- ✓ 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
60 FPS+ Platform Engine
⭐ ProjectFeatures:
- ✓ 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
✅ 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!
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