MOJPLAYWIN / FIELD STUDIO
Field guide 05 / 50 · Performance

Cache static background layers in Canvas games

Original applied analysis · Practical browser-game engineering · First published 23 October 2026

The practical problem

A grid puzzle redraws the same tiles and star fields every frame even though only the beam moves. This burns CPU and creates unnecessary draw operations.

Implementation protocol

Pre-render stable geometry onto an offscreen surface, then composite it. Separate mutable effects from immutable décor and minimize repeated shadowBlur and canvas state changes.

Worked scenario

A 7×7 board needs only a one-time draw of static tile borders, with each frame updating the moving laser and selection state. Measure render CPU time before caching.

What could go wrong

Caching a huge full-screen backing surface can increase RAM and create GPU upload costs.

Acceptance criteria

Test low-memory devices and free caches when a scene changes.

Source material and evidence boundaries

For the topic Cache static background layers in Canvas games, use the sources listed below to check relevant methods. Any worked figures illustrate a scenario, not measured MojPlayWin performance. Consult the shared evidence standards before applying the method.