Tagged Questions
6
votes
2answers
158 views
In DirectX 11, batching primitives for performance, how does this actually work?
I don't seem to be able to understand this. Microsoft says that one of the possible optimizations of for a Direct3D 11 if to batch primitives draw calls. For example in order to draw say 300 triangles ...
1
vote
0answers
70 views
OpenWorld SceneGraph management and optimization
I have a SceneGraph class which for now is just a simple list implementation, and the only optimization I've planned so far is a check is something like this:
//GetDistance returns the distance ...
4
votes
2answers
170 views
Game has noticeable frame drops but when through a profiler it always runs smooth
I'm trying to optimize my PC game but I can find the bottleneck since every time I run it through a profiler (gDEBugger) it runs smooths. When running outside gDEBugger I get these annoying hiccups. ...
-1
votes
4answers
757 views
Collision detection between many objects
I'm working in a 2d environment and have hundreds of objects, brute force collision checking would be out of the question, but would my method below work?
For example, lets say I have a ...
4
votes
0answers
228 views
How to generate portal zones?
I'm developing a portal-based scene manager. Basically all it does is to check the portals against the camera frustum, and render their associated portal zones accordingly.
Is there any way my editor ...
2
votes
3answers
899 views
Optimized rendering of a cube mesh world
I want to render a cube-mesh (a.k.a. Minecraft-style) world. If I render each existing cube it will eat up FPS pretty quickly. How can I optimize it? I understand that the point is to not render ...
3
votes
2answers
849 views
Which opcodes are faster at the CPU level?
In every programming language there are sets of opcodes that are recommended over others. I've tried to list them here, in order of speed.
Bitwise
Integer Addition / Subtraction
Integer ...
3
votes
3answers
2k views
Object pools for efficient resource management
How can I avoid using default new() to create each object?
My previous demo had very unpleasant framerate hiccups during dynamic memory allocations (usually, when arrays are resized), and creating ...
0
votes
2answers
310 views
Optimize a render call to draw out several semi-transparent sprites
I'm writing a 2D side-scrolling style game in C++ and openGL. In this game I have several cloud sprites which are rendered across the top of the screen. They rotate and scale and such so they're not ...
5
votes
1answer
149 views
Player Visibility Problem
I'm looking into designing and implementing an online RPG (or more accurately, redesigning an existing piece of server software).
One of the problems is that of managing visibility. Update data for ...
2
votes
3answers
646 views
Coarse Collision Detection in highly dynamic environment
I'm currently working a 3D space game with A LOT of dynamic objects that are all moving (there is pretty much no static environment). I have the collision detection and resolution working just fine, ...
17
votes
5answers
1k views
Learning to optimize with Assembly
I am a second year student of Computer Games Technology. I recently finished my first prototype of my "kind" of own pathfinder (that doesn't use A* instead a geometrical approach/pattern recognition, ...
6
votes
1answer
772 views
Is the STL efficient enough for mobile devices?
When it comes to mobile game development on iOS and Android NDK, some developers write their own C++ containers, while others claim that STL is more than adequate for mobile game development (For ...
1
vote
2answers
205 views
Searching a map fewer times
... or better yet, removing the need to search the map altogether.
I'm either looking for suggestions on how to optimize my code, or a change in design.
In my component-based entity system, the ...
0
votes
4answers
241 views
Are there any resources about performance tweaks?
There are many optimization tricks that you can apply to your C++ code that can help speed up your program, and there are more game-related tweaks poping out every day. For example, I've just heard ...
1
vote
5answers
903 views
OpenGL Performance Questions
This subject, as with any optimisation problem, gets hit on a lot, but I just couldn't find what I (think) I want.
A lot of tutorials, and even SO questions have similar tips; generally covering:
...
2
votes
2answers
681 views
Was C++ designed for speed, and is it better to not use high level features when teaming with inexperienced programmers?
I have read some optimisation guide for C++, and it seems it requires more knowledge to have a fast C++ code, than using C++ without the high level features of C++ (classes, templates, inheritance, ...
7
votes
2answers
1k views
Frustum Culling with VBOs
I have terrain being rendered in my project using VBOs in OpenGL. I would like to apply some Frustum Culling but have no idea how to access each polygon as its drawn to check if it is in view. I think ...
43
votes
17answers
14k views
C++ low-level optimization tips
Assuming you already have the best-choice algorithm, what low-level solutions can you offer for squeezing the last few drops of sweet sweet frame rate out of C++ code?
It goes without saying that ...