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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2answers
36 views

Multithreading/Optimisation for Random Generation in Gamemaker

I have a FurGeneration() script in my game; when run, it randomly generates individual oFur objects in specified areas in the game's single Room. Each has a random depth and one of three sprites, and ...
0
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2answers
27 views

How do I optimize checking adjacency within a matrix (including diagonals)? [Gamemaker Studio]

How I was checking adjacency before: if (obj_Handle_Links.Last_Link.Matrix_Location_y = (Matrix_Location_y-1) || obj_Handle_Links.Last_Link.Matrix_Location_y = (Matrix_Location_y+1) ...
1
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1answer
53 views

Multiple traversal of a component-based hierarchy

Let's say a game use a component-based hierarchy to store all of its entities. So it can have objects, characters, lights organized in some kind of tree. When rendering the game, it needs to first ...
1
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1answer
36 views

Unity Vector3.Angle() direction

I have a space fighter AI. I need to determine how to pitch, yaw and roll the craft to aim at the target. My current solution: To obtain the Yaw angle to position the target above the fighter, ...
0
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1answer
40 views

AI parameters for Tetris like game

I am building an AI to play a variation of Tetris. The rules are changed in that there are 19 different types of pieces, rotation is not allowed, and the pieces can be placed anywhere in a 10X10 grid. ...
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2answers
33 views

How to Check and Destroy “linked” gems quickly efficiently

Engine: Gamemaker Studio (simplified) Situation: I have a 6x6 board (at this moment) stored in a 2D matrix, a mechanism for linking adjacent squares, similar to Puzzlecraft, and a button that ...
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0answers
31 views

How to determine which chunks to load/unload when moving through an infinite voxel terrain

I'm implementing a smooth voxel terrain engine in C++. The terrain is split into same-sized rectangular 'chunks'. After I moved chunk generation and loading into a background thread, I don't have to ...
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1answer
81 views

2D Sprite batching in OpenGL: How to send transformation data to GPU

OpenGL newbie here. So I'm trying to implement sprite batching to draw ~100 sprites per draw call. I've created a VBO that contains texture coordinates, vertex coordinates, color data (for tinting), ...
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1answer
53 views

Configuring Implicit Multi-GPU Rendering Driver Settings Programmatically

What is available to game developers to take advantage of implicit multi-GPU rendering technologies as of 2016? For this question I will only be asking about Nvidia's SLI and AMD's Crossfire ...
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1answer
102 views

Why create meshes instead of using Planes?

I'm working on a top down 2D game in Unity and I want to create levels dynamically. All tutorials I find tend to talk about generating meshes so I've followed some great tutorials such as this one. ...
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0answers
77 views

Unity Level Streaming

I'm working on mobile 2D game, and every level has about 5000 sprites of a 256x256 resolution representing static objects like tiling ground, roads, etc. I want to know whether or not that would ...
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1answer
105 views

Frustum culling takes ages c++

I have two ways of doing frustum culling taken from different web sources. First one takes 200ms to check 10k AABBs, second around 50ms for the same box count. I read some forum answers, people say 0....
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2answers
38 views

(Optimization) Efficiently discovering if a new day has been reached

I'm making an in-game clock/calendar system. In-game time is 12x real time. In addition, in-game events can fast-forward time. I also have in-game events that reset or trigger at the turn of each day. ...
1
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0answers
39 views

Terrain rendering using Geometry Shader

my idea is render an entire terrain based on heightmap using geometry shader, i am parsing only one point per quad of terrain with the heights of the corners, however for some reason i am not being ...
0
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2answers
64 views

reuse texture between quad objects

This question is specific to unity: I want to spawn multiple blocks, each representing a letter. There will be more than one copy of an alphabet. I have a big texture which contains all the letters ...
0
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2answers
47 views

Fastest way to neutralize scale in the transform matrix?

Let's assume we have 4x4 3D transformation matrix, that is the result of scale, rotation, and translation transforms. How to set its scale to (1,1,1) in the fastest way? Assume also that the matrix is ...
0
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0answers
19 views

Physics2D lag on increased timescale Unity

I have been working on an infinite runner kind of game in which i am trying to implement a speedup powerup kind of thing . Something that will allow me to boost through the levels at a high speed I ...
0
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0answers
31 views

Convolution of luminance values in shader

For my fragment shader, I need to take the convolution of luminance values of a square block of pixels. I tried with 3x3 block and took luminance and convolution. But it ended up in huge performance ...
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1answer
50 views

Which three points to use to calculate a frustum plane?

So I have a view frustum I'm going to be using for frustum culling. I have a method that finds the cross-product of three points but since each side of the frustum has four corners I don't know which ...
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1answer
33 views

Any reason not to combine an AO Map and Cavity Map into one texture?

If an Ambient Occlusion Map is for mapping shadows based on closeness of neighboring geometry, and a Cavity Map is for mapping smaller shadows based on angle or distance, then is there any reason not ...
0
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0answers
42 views

My Movement Function is working good but called only once

I have a function, It's working but not getting called every frame if It's in canMoveDown function but !canMoveDown its not. if (!canMoveDown && UpdateTilePhysics(currentBoardPiece)) like ...
1
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0answers
76 views

Why does reverse depth buffering provide more precision? (with DXGI_FORMAT_D24_UNORM_S8_UINT Datatype layout)

I lately came around methods optimizing the use of the depth buffer, as the easiest solution reverse depth buffering is mentioned but I cannot wrap my head around why I would be gaining a better depth ...
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2answers
111 views

How to fix my tile-based game's tile movement code ? (like a CandyCrush Style)

I'm currently creating a tile-based game like a CandyCrush style direction movement (no problem on only down movement) trying to smooth, not laggy tile movement with a board piece, and I'm writing a ...
7
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1answer
278 views

How to make illusion of round world?

I want to make a flat world, but i want to split it into pieces which will load in segments (for better optimization), and when you are at the end of map it will start loading segments from the ...
0
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2answers
142 views

Switched from immediate mode to VBOs, game runs slower

trying to improve draw performance on my c++, OpenGL, SDL game. Back in school we mostly learned immediate mode, so thats how my drawing was originally implemented. When I started reading up online ...
0
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1answer
57 views

Libgdx: more efficient way of using Vector 3?

I currently use if(cam.frustum.pointInFrustum(new Vector3((float)posX, (float)posY, 0))) To check if my sprite is in the camera's view. I have to make a new Vector3 every frame wich is very ...
6
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1answer
188 views

How can I speed up this HLSL shader?

I have written a lighting shader file that is used as the fragment shader part of a deferred lighting pipeline. Unfortunately, each iteration seems to be adding 0.5ms to my frame time, so any more ...
2
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0answers
128 views

Recognize pattern in 3D building environment

I'm currently developing 3rd person building game (as bacheleor thesis). I need to recognize constructed patterns co I can mark corresponding structure as some building (so player can start using that ...
1
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2answers
152 views

Can I make this physics simulation any faster?

I've made a little real time physics simulation that solves some bodies. CirclevCircle && CirclevOrientedRect I would like someone to tell me if I'm doing something drastically wrong. I know ...
1
vote
1answer
38 views

How to add images?

I was adding images after reading in the documentation: This means that if you generate a 200x200 image for xhdpi devices, you should generate the same resource in 150x150 for hdpi, 100x100 for ...
0
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0answers
47 views

What is the best way to group lots of squares into one VBO?

I'm making my first game in OpenGL, using procedural generation, and it is a similar concept to Terraria. At the moment, I have one, very small VBO for a square ('block') and an EBO for its vertices. ...
8
votes
1answer
162 views

In a 2D physics engine, how do I avoid useless collision resolutions when objects come to a rest?

In a physics engine I'm developing (for learning) using love-2d, I implemented collision resolutions in this way: FixedUpdate(dt) // I use fixed timestep foreach collide c1 in allNotStaticColliders ...
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0answers
24 views

Different layouts?

I have had trouble in the past with optimizing my game for different layouts, so that the players don't see the game in different ways on different screens. Someone told me that the normal directory ...
0
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0answers
119 views

Culling And Optimization in a 2D Orthographic Game

I'm currently developing a 2D top-down space themed RTS game. I'm building the space procedurally from a seed. At the end of generation of all space objects, if i don't apply any optimizations I end ...
1
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1answer
108 views

How should I store a procedurally generated grid level of an infinite size?

I have a 2d grid level. It infinitely grows. If it was not of infinite size, a 2D array would be perfect, as I need to constantly have each grid talk to its neighbors. For example, with a 2D array,...
1
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2answers
141 views

Optimization of Cube-based World

I'm currently working on taking an idea I've been toying with in C++ and bringing it into Unity, but I'm struggling to figure out how to make it performant and how to do things the "Unity way". My ...
1
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1answer
375 views

GPU usage below 90% = poorly optimized game [closed]

Ok so not exactly a "development" question but highly related. When I play games I often look at performance numbers, like CPU usage, GPU usage, memory usage and others. Let us talk about GPU usage ...
4
votes
3answers
394 views

Efficiently Handling Entity-Interactions in a Tile-Based World

I've been programming Roguelike games lately and there's a common problem I always run into. I can't seem to find a satisfactory solution for handling Monster-Monster interactions. For the intents ...
1
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2answers
150 views

FPS drop when detecting collision (sfml, c++)

So, I have this small class with a collision detection function in it, it's called every frame. When I run the game I get around 8000 FPS, but when the collision function gets called it drops to 2000....
1
vote
1answer
169 views

How to combine tiles in a procedurally generated level in 2D tile based maps?

I am developing a 2D tile-based top-down game. It is currently instantiating square objects with a sprite renderer to procedurally generate the map. Each floor and wall is a 1-unit wide object. I ...
0
votes
1answer
89 views

Avoiding GC when rebuilding Mesh.uv and Mesh.vertices

Since unity will not allow users to iterate over mesh.uv and mesh.vertices, I am stuck having to use GC intensive calls when applying an array of uvs and vertices to a mesh. I run into high GC ...
1
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0answers
57 views

Techniques of graphics rendering with single CPU core? [closed]

I am interested in methods of 2d and 3d rendering using single thread on an average CPU (e.g. for programming games for old and low-end PCs). While I usually have no performance problems when using ...
2
votes
1answer
75 views

Giving values to uniform in OpenGL

First thing is that I know how to give values to uniforms in OpenGL. Second thing is that it is a question related to optimization and performance. The habit for changing the uniforms, we preferred ...
2
votes
1answer
325 views

Unity Profiler - What would cause PlayerEndOfFrame to have 10-16MB in GC Alloc?

I can't find much documentation on what "PlayerEndOfFrame" does. Sure it is the end of a frame but what would cause the GC Alloc to go so high? This is the profiler results from a debug build on a ...
1
vote
1answer
69 views

Peer to Peer world download

I am creating a multiplayer JavaScript game with a PHP central server. Each user will be able to move around in a 3D world, with other users and NPCs. It came to my attention that SQL is not going to ...
3
votes
2answers
71 views

One big Instance or One instance for every moving entity?

I am creating a multiplayer JavaScript game with a PHP central server. Each user will be able to move around in a 3D world, with other users and NPCs. These NPCs will be controlled by the central ...
8
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4answers
755 views

How do I efficiently check if a point is inside a rotated rectangle?

Part for the sake of optimization, part for learning purposes, I will dare to ask: How can I most efficiently check whether a 2D point P is inside a 2D rotated rectangle XYZW, using C# or C++? ...
1
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2answers
171 views

How can I minimise memory thrashing when doing vector math in C# or C++?

I'm doing a lot of 3D math in my game engine loop using typical classes like Vector3D, Matrix4x4, Plane3D, etc. Currently every operation causes a new object to be created for the result value. The ...
1
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1answer
285 views

How to choose and scale heuristics for A-star on a graph?

I am trying to find the best and scale my cost function for my algorithm. I am following amit blog which explain that (http://theory.stanford.edu/~amitp/GameProgramming/Heuristics.html#manhattan-...
1
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2answers
298 views

Optimize drawing “different” sprites in OpenGL ES 2.0 (batching?)

I started experimenting with OpenGL ES 2.0, and I'm trying to figure out a way to optimize/batch sprite drawing, where sprites only have the texture in common, but differ in the following properties: ...