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.
- Added quality-tier controls and explicit render-state resets for more predictable mobile behaviour.
- v0.1.1 release PR merged.
Merged pull requests (summary)
PR #147 — perf(render): replace remaining Math.sin/cos with lutSin/lutCos
Replaced ~25 per-frame trig calls in drawScene() with reads from the existing 2048-entry radian LUT (affects ring ticks, pulses, orbit waves, arc heads, timer pill pulses, etc.) — reduces CPU trig cost significantly.
PR #145 — render: Done gradient caching.
Implemented caching/baking for commonly created gradients and offscreen sprites (pickup glow, naama, chakravaata, rein gradient buckets) to avoid per-frame gradient allocations and GPU work.
PR #144 — render: quality tier control, explicity reset, 40 shadowBlur calls wr…
Added device/quality-tier checks to disable or lower shadowBlur on low-end devices; isolated shadowBlur via save()/restore() and explicit ctx.shadowBlur = 0 resets to avoid leaks. GPU blur pass count reduced.