corazza
corazza

Reputation: 32374

Javascript performance issues

I am making a game engine using HTML5 canvas, and I have decided to write some "wrappers" for images, because that gives me a common interface for various types of animation, images, etc. What I mean is that every object just has a .picture property which provides things such as a draw() method, .phi value for rotation, an .alpha, etc. What is cool about this approach to me is that, essentially, this .picture property can be anything:

For convinience, all these wrappers (image, animation, composition, state) translate and rotate the context (you can't successfully rotate an HTML5 canvas context without translating it to the point of rotation first). Now, that's a lot of translations! First issue: is translating the context for every draw call expensive?

Another issue is that this design implies a lot of function calls!

Here's how the process goes:

Here is what happens in the best-case scenario:

This is what happens in the worst-case scenario:

As you see, there are a lot of draw function calls. Will this be a significant speed problem, or is calling functions inexpensive?

EDIT: This question has changed a bit. The "game" became an "engine", and the engine's structure is altered a slight bit. But, nothing too essential or different.

Upvotes: 3

Views: 287

Answers (1)

luketmillar
luketmillar

Reputation: 252

Not sure about the context translation, but I assume translations are not free.

For the function calls, it depends on the amount of objects you're drawing. A function call has a non-zero runtime length. It is very small though.

I set up a real dumb and simple example below measuring the runtime of a bunch of nested functions: http://jsfiddle.net/luketmillar/D5sHE/

When it comes to graphics every millisecond counts. If you can avoid extra function calls, might as well.

Upvotes: 1

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