Tagged Questions
0
votes
2answers
520 views
HTML5 - Does it have the power to handle a large 2D game with a huge world? [closed]
I have been using XNA game studio, but due to private reasons (as well as the ability to publish anywhere & my heavy interest in isogenic engine), I would like to switch to HTML5.
However, I have ...
7
votes
1answer
467 views
Information about rendering, batches, the graphical card, performance etc. + XNA?
I know the title is a bit vague but it's hard to describe what I'm really looking for, but here goes.
When it comes to CPU rendering, performance is mostly easy to estimate and straightforward, but ...
2
votes
2answers
585 views
Which is worst: Too many VertexShader instructions, or FragmentShader instructions?
I want to have a better understanding of how to create shaders with optimal performance and realize where some bottlenecks can occur.
Is it usually favorable (when possible) to delegate most of the ...
2
votes
1answer
317 views
Can using different vertex-buffers for each vertex-attributes be good in certain scenarios?
Is there scenarios where this is actually good practice? Or does it slow down performance?
Example:
//Vertex format is:
//X, Y, U, V
var myXYs:Vector.<Number> = new <Number>[
-1, -1,
...
0
votes
0answers
93 views
Drawbacks for using only quads for model geometry [duplicate]
Possible Duplicate:
Why do game engines convert models to triangles compared to keeping it as four side polygon
What are the main drawbacks for using "only" quads for model geometry?
Does ...
12
votes
1answer
588 views
Is nVidia's CUDA suited to performing pathfinding calculations?
I want to know if it would be worth executing pathfinding on the GPU (using nVidia's CUDA, or an equivalent) in certain situations, or whether it would be a wasted effort. The situation I imagine ...
8
votes
5answers
1k views
Geometric Transformations on the CPU vs GPU
I've noticed that many 3d programs normally do vector/matrix calculations as well as geometric transformations on the CPU. Has anyone found an advantage in moving these calculations into vertex ...