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Mobile Gameplay Performance Optimization

MOKSHA — v0.1.1 Devlog Date: 2026-08-18 Milestone: v0.1.1 — https://github.com/weirdcodesofficial/MOKSHA/milestone/11 Highlights Major mobile-focused performance work: reduced per-frame CPU/GPU cost in render path. Replaced hot trig math with a lookup table (LUT) to remove repeated Math.sin/cos calls. Cached per-frame gradients and reduced expensive shadowBlur calls to lower GPU blur passes.…

MOKSHA, a mobile-focused game project, released version 0.1.1 on August 18, 2026. The development focused on improving performance by reducing per-frame CPU and GPU costs.

One of the key changes was replacing repeated trigonometric functions, Math.sin and Math.cos, with lookup tables. This optimization cut down on the ~25 per-frame trigonometry calls found in various parts of the game, including ring ticks, pulses, orbit waves, arc heads, and timer pill pulses.

Additionally, the developers implemented caching for gradients and offscreen sprites, such as pickup glow, Naama, Chakravaata, and Rein gradients. This eliminated per-frame gradient allocations and GPU work, further improving mobile performance.

The team also introduced quality-tier controls and explicitly reset render states. This prevented low-end devices from experiencing excessive shadowBlur passes, which can be GPU-intensive. By isolating shadowBlur and setting its value to 0 when necessary, they avoided potential leaks and improved GPU efficiency.

Finally, the project merged the V0.1.1 release pull request, officially marking version 0.1.1 as the latest stable release.

Written by urgent.news from Dev.to's reporting — not their text. Machine-written — may contain errors; check the original before relying on it.

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