Game Development Reference
In-Depth Information
are using has it built in. Limit the number of draw calls by caching complex renderings to an
off-screen canvas ahead of time or by trying to pre-render graphics wherever possible. A
good example of something that may cause performance problems would be manually ren-
dering pixel fonts. If every letter is a draw to Canvas, large text or text in the UI can quickly
slow down your game's performance. Speaking of fonts, I would also avoid drawing Canvas
fonts as well.
Use Best Practices
There are lots of great websites and resources out there on best practices for optimizing
JavaScript and anything IE 10 specific will work well in Windows 8 HTML5 apps. Take
some time out to get up to speed with the best practices of developing for IE 10 and you will
be able to get some extra performance out of your game. Remember, at the end of the day
this is no different than any other JavaScript based web game, it just happens to run natively
on Windows 8.
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