background: i am developing a real-time multiplayer html5 canvas game using kineticjs which primarily will be played on MOBILE PHONE BROWSERS. There's a lot going on in the game such as socket communication with the server every second, redrawing and animations using kineticjs based on the server response and all this on top of a heavy graphic interface. The game functions well in desktop browsers however is SLUGGISH on mobilephones. So, I need to find all the ways in which the code can be optimized.
My questions,
lets say I need to redraw a particular part of the screen based on a server response that I just received from server, should I keep these need-to-be-redrawn elements in a separate layer, so that I need to redraw fewer elements. As in my case I need to redraw ever second, will this lead to performance improvement?
If the answer to the above is yes, then what is the optimal number of layers in which I should divide my layout. I ask this because I have a lot of different parts on the screen that need to be redrawn based on different server responses (although not all at the same time), if all these need to be put in separate layers, I need to know how far I can stretch the logic above, for example can I have 10 different layers without sacrificing the performance which is the aim of all this exercise anyway.