One way to drastically improve drawing performance for complex KineticJS shapes is to cache them as images. This can be achieved by using the toImage() method to convert a node into an image object, and then instantiating a new Kinetic.Image shape with the image object.
This particular tutorial of drawing 10 cached stars rather than drawing 10 individual stars sees about a 4x drawing performance boost. Caching can be applied to any node, including the stage, layers, groups, and shapes.Note: The toImage() method requires that the image is hosted on a web server with the same domain as the code executing it.
Code Editor
Modified on April 9th, 2013
by Eric Rowell