The process of modifying software to make some part of it work more efficiently or use fewer resources. Generally, this means it executes more rapidly, or will require fewer resources.

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1answer
50 views

What is the optimal way to handle matrix internal data storage for interop with native graphics apis?

I'm writing a managed (c#) game engine and have stumbled on a bit of a crossroads in design/implementation regarding matrix types. Matrix types need to be optimized for marshaling to native graphics ...
0
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1answer
24 views

Optimizing Draw calls in MonoGame Android platformer

I am working on a 2D platformer that is in the final stages of optimization. I have a few different devices for testing, and I am trying to get the best possible framerate on the weaker ones. On a ...
2
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1answer
102 views

Rearranging array for memory efficiency

This is a question about a passage from this article: I suggest having every game object exist within a single giant array. This keeps game objects together in memory, and even though deletion ...
0
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0answers
18 views

how do I know what blocks to draw in a lightweight Minecraft style game [duplicate]

I am creating a lightweight minecraft style test game in C++ using opengl es. I have come upon a problem while planning it though - what is the most efficient way to render blocks? I know about back ...
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1answer
141 views

Games able to use 4+ core CPUs properly [closed]

Are there any games that can really benefit from use of quad core CPU instead of two-core one like Intel Core i3 4340 vs Intel Core i5 4590 Basically they are quite similar in terms of ...
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1answer
198 views

How do I efficiently collide and match groups of coloured circles?

I am new to game programming and working on clone of this game in libgdx. The game has some static balls and one ball that moves. I want to check if the moving ball collides with any static ones, but ...
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2answers
89 views

Fast fullscreen quad rendering in Direct3D 11?

For the last few weeks, I've been trying to port a DX9 implementation of HDR rendering (tone mapping, bloom, stars, etc.) over to DX11. I believe I've got all features working but I'm not getting good ...
1
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1answer
50 views

Component-wise GLSL vector branching

I'm aware that it usually is a BAD idea to operate separately on GLSL vec's components separately. For example: //use instrinsic functions, they do the calculation on 4 components at a time. float ...
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2answers
192 views

How should I choose quadtree depth?

I'm using a quadtree to prune collision detection pairs in a 2d world. How should I choose to what depth said quadtree is calculated? The world is made mostly of moving objects1, so the cost of ...
4
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1answer
80 views

2D Boxes/Vertices merging

I want to optimize my colliders geometry, at the moment is composed by boxes (it's a tile based game) of the same dimensions, i want to remove the inner vertices to have, at the end, only the shell. ...
1
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1answer
95 views

How to optimize a box2d simulation in action game?

I'm working on an action game and i use box2d for physics. The game use a tiled map. I have different types of body: Static ones used for tiles Dynamic ones for player and enemies Actually i ...
2
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0answers
87 views

Improving effect performance in XNA

I'm making a 2D, top-down platformer, in which four or five layers are rendered each time the game draws. Everything is fairly performant except for the bottom layer, which is the game map. This is ...
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2answers
143 views

Unity3D Directional lights vs Draw calls

I need 2 light sources looking at a different direction as per my design. This means, I cannot flag one of them as 'not-important'! I found that because I'm using 2 directional lights, drawcalls are ...
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2answers
121 views

Compute world position by walking N units along spline?

My goal is to move ahead along a spline 'x' world units, unfortunately there is no way to map spline points to world points. What I do is I iterate along the spline by a small alpha amount (say ...
5
votes
2answers
160 views

Handle movement with QuadTree

I currently have a QuadTree that contains all my Entities. It works well and I've optimized it pretty decently, but the one thing that hurts is that I am removing from and inserting to it almost ...
1
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0answers
157 views

Android and OpenGL, single thread vs double thread

I'm trying to optimize my Android OpenGL ES 2.0 application, and I find myself being CPU bound. After googling, I've found this, which suggest to use a thread for updating objects, and a thread for ...
2
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0answers
219 views

OpenGL drawing 500k triangles [closed]

I want to render big, izometric 2d map (using ortho projection). I am using OpenTK and aiming for OpenGL 3.3. Perfect option would be to draw 512x512 map of tiles, which is 262144 blocks -> 524288 ...
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2answers
129 views

How do I merge quads to simplify a heightmap?

I'm trying to improve my frame rates. My map has an area of 200 * 200 vertices, where each vertex has a height. 200 * 200 = 40000 vertices per frame. I'd like to create a method to simplify the ...
0
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1answer
67 views

Run menu in gameloop or as activity?

Currently I am running my menu (with buttons "new game" and "choose level") as an xml view of an activity, that then starts my gameactivity with custom view run on a gameloop. But Im starting to see ...
1
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0answers
79 views

Speeding up point-in-polygon for Python

In researching collision detection methods for non-Rect-like objects I came across point-in-polygon -- specifically, the even-odd rule. The one presently on Wikipedia claims it is written in Python, ...
-1
votes
1answer
244 views

Tower Defense Search Enemies Efficiently

I had a problem with the build of a TD. I got a slow - non efficient search for towers find targets to shoot. PD: enemies[] got all the active & non-active enemies (death and alive) ->Im using ...
3
votes
2answers
169 views

HLSL: using “?” operator in Technique section produces branches?

I recently found that you can do this: int AnotherShaderConstant = 0; float4 PixShader(VSOUT input, uniform bool Direction) { float4 color; if (Direction) color = GoLeft(); else ...
0
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1answer
114 views

What are the possible techniques to optimize the lighting pass in a deferred shading renderer? [closed]

I am toying around with "modern" OpenGL (this is my first attempt, I am new to this) and I have been developping my own deferred shading renderer as an exercise. I am using an FBO with the following ...
0
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1answer
67 views

Integer linear program solver based AI

Is Integer Linear Programming a viable solution for a turn based game AI? My current AI solution uses an ILP solver. If you are unfamiliar with ILP, it uses a collection of Booleans to find most ...
18
votes
6answers
2k views

How to optimize the distance function?

While developing a reasonably simple RTS-like game, I noticed my distance calculations were causing an impact in performance. At all times, there are distance checks to know if a unit is in range to ...
0
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2answers
141 views

Is there a way to optimize this 2D lighting effect shader? [duplicate]

I'm doing a little 2D game in C++ with Direct3D 11. In the game I want to render a sort of shadow that covers part of the screen: To do this I am using this pixel shader: float4 PS_Main( PS_Input ...
3
votes
1answer
397 views

How can I optimize this flood fill algorithm?

I'm creating a sprite and animation editor like this one. I'm having performance issues with my flood-fill algorithm. Basically, I open an image with the different modules that are part of a frame of ...
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1answer
45 views

Will function-local objects affect my performance over time?

This is a very simple question. Let's say my render loop runs at 60Hz, in each call to render(), I draw all my game's buildings, characters and scenery to make the current frame ready. Each of these ...
2
votes
2answers
109 views

Triangulating a point mesh at runtime

I'm familiar with various methods of triangulation (eg Delaunay), but since I have hundreds of thousands of regularly spaced points that may need to be revisited like this on each physics frame, I'm ...
2
votes
1answer
88 views

Optimising meshes

The game MegaGlest uses a MD3-like mesh format, which is keyframe-based vertex animation. One of the challenges moving forward is to continue to support lower-end hardware. We know some users have ...
14
votes
2answers
507 views

How do you prepare for out of memory conditions?

This can be easy for games with well defined scope, but the question is about sandbox games, where the player is allowed to create and build anything. Possible techniques: Use memory pools with ...
2
votes
1answer
184 views

XNA mesh.Draw() takes the longest CPU time

We have a problem. Our game steadily slows down as we increase the number of models we draw. When the number reaches 100 - FPS is dead. Our humble tests showed that the reason is not GPU. This is what ...
5
votes
1answer
247 views

How can I optimize a parallax effect consisting of multiple transparent layers?

I have a parallax effect in MonoGame consisting of multiple semi-transparent layers of textures. The effect is simple, but rendering multiple transparent layers on top of each other is rather slow. ...
12
votes
2answers
1k views

What are the common rendering optimization techniques for the geometry pass in a deferred shading renderer? [closed]

I have been developing a game engine using OpenGL 3 and C++ (and glfw for window management). I have advanced so far, got most of the things done except sound entities and optimizations. The engine ...
3
votes
2answers
214 views

How to optimize my A* algorithm

I'm working on a roguelike, and I think my A* algorithm is insufficient. My general algorithm for building the dungeon is: Place rooms Figure out which rooms should connect by a relative ...
1
vote
1answer
229 views

How to generate AABB, OBB & Sphere from polygon soup

How can I generate AABB, OOBB and Sphere from a polygon soup, where the bounding volumes are defined as follows: AABB should be specified by min(x,y,z) max(x,y,z) OOBB should be specified by ...
2
votes
2answers
262 views

How can I remove branches from a fragment shader function?

I have a fragment shader, when I've carefully managed to remove most branching decisions, as I have found out through research here that they are bad. But I have one function that I just can't work ...
0
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1answer
260 views

A*, Tile costs and heuristic; How to approach

I'm doing exercises in tile games and AI to improve my programming. I've written a highly unoptimised pathfinder that does the trick and a simple tile class. The first problem i ran into was that the ...
4
votes
1answer
160 views

Multiple render targets: Output target format performance questions

This is probably API independent (more dependent on hardware implementation), but just in case, I'm using OpenGL. The question is restricted to PC hardware. I have a couple of questions concerning ...
0
votes
1answer
116 views

Emulated vector scaling with raster graphics?

this is a fairly loaded question. I'm looking to develop a Tech Design Document with my programming team and we're now on the fence about a major 2D graphical engine decision. What we would like to ...
0
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2answers
242 views

Which code is faster to convert -1 to 0 and 1 to 1?

I'm writing a shader for rendering the sides of triangles with different colors. I have a value mediump float back = dot(V, N) which is positive if the normal faces away from the camera and negative ...
1
vote
3answers
285 views

Ways to make my game world bigger without slowing users CPU

I've been developing my first game for a little while now, but I've found that I want to make the game world MUCH bigger. It's currently about 300*300 tiles, but has creatures and bad guys running ...
4
votes
5answers
461 views

Is Kip R. Irvine's claim of Assembly being practical for game development accurate?

Kip R. Irvine's book, Assembly Language for x86 Processors, sixth edition, begins by comparing the Assembly language against high-level languages. One of the pros for Assembly, was game development: ...
2
votes
1answer
108 views

Level of Detail/Load on Demand for crowds: replace groups of objects instead of individual ones?

I have been thinking of using level of detail to make rendering crowds easier. The idea is to replace a group of meshes with a single one representing a group. For example, you have 1 individual cube ...
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votes
1answer
163 views

Optimization Question about Singleton [closed]

I am using Unity with c#. I have two objects and one needs to call a function from the other which is a Singleton. For this I have two solutions. But what's the best thing to do : - Call for : ...
2
votes
1answer
307 views

Early Z-test / depth-test in DirectX 11

As a DirectX noob i'm trying to wrap my head around depth buffers and specifically how pixel shaders are called for obscured pixels. From what i understand, the rasterizer calls the pixel shader for ...
0
votes
1answer
163 views

Really weird peaks when profiling a simple scene with Unity3D

I need some help optimizing my game. I have spent last 3 days digging around with no luck. I have noticed really odd results in the unity profiler so, I have created a simple scene with just a cube ...
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1answer
124 views

Optimize a vertex buffer and generate its associated index buffer

I need to generate a 64*64 grid with each cell being 32*32 wide. The following code works perfectly but I was wondering whether it can be further optimized when creating the index buffer for it. ...
0
votes
1answer
339 views

2D sort for inventory items?

I asked this question some time ago. Now I ended up with just a sorter method that will sort the items based on their bulkiness/nSlotsRequired. Here's what I'm doing: I store all the items I have in ...
3
votes
1answer
362 views

The most efficent ways for drawing lines all day long with OpenGL

I'd like to put a computer screen that is running an OpenGL programs in a room. It has to run all day long (not in the night). I'd like to draw lines that are slowly fading in the background. The ...