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Optimizing Garbage Collection and Render Loops in 60FPS Canvas Applications

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1 months ago#1

In JavaScript game loops running at 60 frames per second, creating new objects (like vectors, particle structs, or temporary strings) inside your update loop will constantly trigger the garbage collector, causing micro-stutters.

Object poolingβ€”reusing pre-allocated instances of objects rather than instantiating new onesβ€”is an absolute must for smooth canvas performance.

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