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0
votes
1answer
95 views

More vertices vs more textures

I'm currently working on a dynamic 'door' creator, and I'm trying to decide which is more efficient. Not much experience with 3D render speeds, so I'm asking before I choose which direction to go ...
-1
votes
3answers
91 views

Most efficient way to do 2d tiles (VBO vs Instancing)

Ok so I am looking at building a game that uses 16*16 tiles, and renders anywhere from 400,000 to 1,000,000 tiles onto the screen at any given time. The tiles will be destroyable . What is the most ...
0
votes
0answers
74 views

How to implement Uniform Grid for collision detection

I want to implement a unifrom grid to use for collision detection in my 2D Java game. This way instead of checking for each game object if it collides with any other object on the screen, I only check ...
0
votes
0answers
56 views

How expensive is binding an OpenGL buffer object that is already bound?

I'd like to know how slow/fast it is to call glBindBuffer() on a buffer that is already bound to the same target. Or is it better to cache this information in my code? Would it be faster to always ...
1
vote
1answer
446 views

Reduce render time for a tiled map in ThreeJS

I'm working on a WebGL game using Three.js, its been a few days and I found my first issue, render time on big maps. The game runs great, there are even some AI mobs that run around randomly like ...
4
votes
1answer
1k views

Advance efficient water physics simulation [closed]

Summary: I am looking at creating a large(ish) ocean which multiple ships will be present in doing their own thing. I want the ocean to be a life like as possible but without compromising too much on ...
4
votes
3answers
215 views

When should I load my resources?

I'm making a game, and right now I'm working on the user interface. I'm just wondering when I should be loading my resources. Should I do it in small pieces at a time? Load resources for part 1 of ...
1
vote
1answer
630 views

2D Rectangle/Circle Continuous Collision Detection

I'm looking for a fast 2D continuous collision detection algorithm for circles and rotated rects. It needs to determine the time of collision. Both shapes may be moving at high speed, so the ...
0
votes
0answers
1k views

Drawing and rotating bitmaps (with transparency) efficiently in Android

I just started making a game for Android and I'm already having some issues regarding performance. You can imagine the game as being some kind of Tower Defense game with a top-view, and the enemies ...
0
votes
1answer
293 views

Collision Detection: Simulation Inexplicably Slowing Down/How To Efficiently Calculate Extremes In Each Dimension

BACKGROUND: As discussed here: Fast 2D collision detection in an unbounded space I am working on a collision detection algorithm for a simulation. The catch that makes this case unique is that the ...
1
vote
1answer
226 views

Is it more efficient to store my tile grid as a dictionary or an array?

I've just started making a video game in AS3, and I'm trying to keep the graphics, sound, and actual game state in three completely different spots and sets of classes. That being the case, the ...
1
vote
1answer
678 views

Efficient Way to Draw Grids in XNA

So I am working on a game right now, using Monogame as my framework, and it has come time to render my world. My world is made up of a grid (think Terraria but top-down instead of from the side), and ...
6
votes
1answer
730 views

Android game loop's effect on cpu/battery usage - unexpected results

I will try to keep this question as concise and as readable as I can. I recently came across an odd problem with my Android game that I'm developing. It's an openGL ES 2.0 game and initially I was ...
0
votes
1answer
115 views

Efficiency concerning thread granularity

Lately, I've been thinking of ways to use multithreading to improve the speed of different parts of a game engine. What confuses me is the appropriate granularity of threads, especially when dealing ...
7
votes
4answers
284 views

Need efficient way to keep enemy from getting hit multiple times by same source

My game's a simple 2D one, but this probably applies to many types of scenarios. Suppose my player has a sword, or a gun that shoots a projectile that can pass through and hit multiple enemies. ...
2
votes
1answer
419 views

High CPU usage on Pong clone

I just made my first game, a clone of Pong, using OpenGL and C++. But its using ~50% of the CPU, which I guess is very high for a game like this. How can I improve that? Can you please look up my code ...
0
votes
2answers
2k views

Efficient way to render tile-based map in Java

Some time ago I posted here because I was having some memory issues with a game I'm working on. That has been pretty much solved thanks to some suggestions here, so I decided to come back with another ...
1
vote
2answers
812 views

Checking collision in an array - is there a better way?

MSDN suggested this, but I'm worried about it slowing down the game when there are a lot of objects to check: for (int i = 0; i < enemy.Length; i++) { if (enemy[i].isActive) { ...
3
votes
2answers
5k views

Effecient tilemap rendering

I have done mostly tile based games, but never really bothered with optimization. I always just rendered all the tiles that convered the viewport. I am currently working on platformer for a mobile ...
2
votes
3answers
848 views

What's an efficient way to represent game state for networked games?

I've done a little bit of network coding for games before, but primarily with TCP for games that don't really need to simulate real-time interaction. I am working on a (somewhat) simple 2D Java game ...
1
vote
1answer
388 views

How can I render player movement on a 2d plane efficiently?

I'm prototyping a 2d HTML5 game with similar interaction to Diablo II. (See an older post of mine describing the interaction here: How can I imitate interaction and movement in Diablo II?) I just got ...
1
vote
2answers
251 views

How to track and find entities within radius in realtime game?

What is best approach to implement tracking in real time for, say, 1000 npcs? Every frame update simple a square grid (remove or insert into linked list) and every time check in square radius? I tried ...
6
votes
4answers
2k views

Is there a way to increase the collision check efficiency of a system of n objects?

I'm making a game that consists of many onscreen objects, one of which is the player. I need to know which objects are colliding every iteration. I made something like this: for (o in objects) { ...
1
vote
1answer
422 views

Effective SpriteBatching in XNA?

What is an example of efficient sprite batching in XNA? I don't know when (if ever) I would do something like this: spriteBatch.Begin() DrawSprite1(); spriteBatch.End(); spriteBatch.Begin(); ...
11
votes
4answers
3k views

How to continuously find all entities within a radius efficiently?

I have a very large number of entities (units). On each step, each unit needs to know the positions of all units near it (distance is less then given constant R). All units move continuously. This is ...
3
votes
2answers
515 views

What is a decent polygon count for minimal spherical objects?

I am creating a model pack for a game and I am having a hard time deciding how many sides I should start with for the low poly props made from cylinders and spheres. Take an apple for example. I want ...
0
votes
2answers
2k views

Most efficient way to capture OpenGL ES content of iPhone screen

I'd like to efficiently capture a "screenshot" of my OpenGL ES iPhone game. I put screenshot in quotes because I really want to move the screen contents into a pixel buffer that I can eventually use ...
7
votes
2answers
2k views

How do I find the point of impact with 2D per-pixel collision detection?

I'm creating a platformer and have implemented per-pixel collision detection. However, this has caused 2 obstacles that I've yet to figure out. The first obstacle, which this question is about, is ...
2
votes
2answers
1k views

What's efficient way to draw a lot of textured cubes in XNA4?

Title says it all. What's efficient way to draw a lot of textured cubes in XNA4?
3
votes
1answer
185 views

What are the specifications for 3D animated game assets on the Android platform?

(apologies if this is phrased vaguely due to my lack of knowledge; I'm happy to change the question entirely if someone can suggest a more realistic query) I'm getting a grip on creating 3D ...
7
votes
2answers
3k views

Multi threaded game - updating, rendering, and how to split them

From the StackOverflow post (it was recommended I move this): So, I'm working on a game engine, and I've made pretty good progress. However, my engine is single-threaded, and the advantages of ...
9
votes
3answers
419 views

Data Structure to Represent Connections Between Countries on a Map

In a game I'm developing for a client a key game concept involves moving around on a map. In this case the sizes and shapes and such of the various countries are irrelevant: moving from one country to ...
13
votes
1answer
2k views

Quad trees/grid based collision - putting logic into action

First of all, I've only been writing my own game logic for a short while, so I apologize if this might seem straight forward. I've been reading a lot about quad trees and grid based collision ...
3
votes
1answer
855 views

Triangle Strips and Tangent Space Normal Mapping

Short: Do triangle strips and Tangent Space Normal mapping go together? According to quite a lot of tutorials on bump mapping, it seems common practice to derive tangent space matrices in a vertex ...
3
votes
2answers
498 views

Efficiently representing a dynamic transform hierarchy

I'm looking for a way to represent a dynamic transform hierarchy (i.e. one where nodes can be inserted and removed arbitrarily) that's a bit more efficient than using a standard tree of pointers . I ...
13
votes
3answers
1k views

Powder games: how do they work?

I recently found these two gems: http://powdertoy.co.uk/ http://dan-ball.jp/en/javagame/dust/ My question is: How are the physics with so many elements efficiently handled? Am I just severely ...
4
votes
3answers
3k views

Why do we use physics engines for collision testing or raycasting?

There is a thing I don't understand about game engines: why it is so common to use physics engines to do raycasting or collision testing? Say that you have a 3D scene loaded in your scene manager ...