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

Source: DEV Community
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(){ display.stop() //