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How I Fixed My Own Mistake: The TCJSgame Speed.js Story

How I Fixed My Own Mistake: The TCJSgame Speed.js Story

via Dev.to TutorialKehinde Owolabi

How I Fixed My Own Mistake: The TCJSgame Speed.js Story Even as a creator, I make mistakes. Here's how I fixed a critical bug in my own game engine's performance optimization. The Background I created TCJSgame as a lightweight, beginner-friendly JavaScript game engine. It gained traction quickly, but users reported performance issues. The core problem was the game loop: // Original TCJSgame v3 this . interval = setInterval (() => this . updat (), 20 ); This meant games were capped at 50 FPS and ran inefficiently. So I created speed.js as a performance enhancement. The First Attempt (And Failure) My initial speed.js looked deceptively simple: Display . prototype . interval = ani ; function ani (){ // ... game loop logic return requestAnimationFrame ( ani ); } The Problem: It didn't work. The animation loop never started because I was just assigning a function to a property without ever calling it. The Critical Bug In my second attempt, I made an even worse mistake: function ani (){ disp

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