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Research ​

In-depth technical articles: how things work in the browser, measured, with methods and data you can reproduce. For how-tos and comparisons, see the blog.

How spryte got 2–3.8× faster than PixiJS: profiling, bandwidth and an adversarial benchmark
2026-10-19 · spryte
The research behind spryte, debuff's standalone 2D renderer: what profiling found, why a bulk API and an 8-byte instance format were the breakthrough, how we checked the output pixel for pixel, and how an adversarial review lowered our own numbers.

Long Animation Frames for game devs: which code made that frame slow?
2026-10-19 · Myaku
Chrome's Long Animation Frames API names the script behind a slow frame. What its entries contain, the two catches for games (the 50 ms threshold and the single game-loop callback), and how myaku turns them into verdicts, measured on a real Phaser game.

three.js frame drops: catching shader-compile stutter and texture uploads with Myaku
2026-10-18 · Myaku
Why does a three.js scene stutter the first time something appears? Shader compiles, texture uploads and garbage collection, found and explained per frame by myaku, a free frame profiler for web games.

Testing a game with deterministic replays and fuzzing
2026-10-17 · Guides
Games are hard to test, but deterministic games aren't. How a fixed-step clock and seeded RNG enable scenario tests, exact replays and fuzz playtesting for 2D web games.