Posts tagged Performance
5 posts about Performance from Another dev blog by UYLLII: making and publishing free Android games, newest first.
- Engineering
My puzzle game used more battery than YouTube: an idle screen should draw zero frames
Moonlit Garden drained 7% battery in 38 minutes. Endless CSS animations on blurred layers and an AudioContext that never slept. How I measured and fixed every game.
- Postmortems
Postmortem: Eldritch Survivors, the 3D survivors-like that crashed older phones
Why my cosmic-horror Vampire Survivors-like is shelved: the design, a 3D asset pipeline, a WebGL context loss on an older phone, and what I'd change.
- Engineering
Fully animated 3D battles in a mobile web game with three.js and CC0 KayKit models
Animated 3D fights with three.js in a Capacitor game: CC0 KayKit characters on a shared skeleton, meshopt from 23 MB to 2.4 MB, and the bugs on the way.
- Engineering
Emberfall on real phones: fixing an 88 ms frame, pixel-art coastlines, and readable fonts
Technical lessons from Emberfall: a canvas water layer that killed frame rate on phones, blending tile edges, readable pixel fonts, a battle sim, and Bluetooth audio.
- Engineering
Exact offline progress in an idle game: a closed-form solution instead of a replay loop
How Genesis computes offline earnings exactly with a closed-form solution to its producer chain, the soft cap that keeps it fair, and Android WebView canvas traps.




