-1
votes
1answer
136 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
1answer
290 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 ...
0
votes
1answer
299 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 ...
1
vote
6answers
595 views

Is it good to sort objects list before every rendering?

I need to render a "tile" game, which are like these: or or I don't know how to render them in correct order. I intend to perform a sorting operator before every rendering (depending on their ...
5
votes
2answers
540 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 ...
0
votes
3answers
528 views

Optimizing updating thousands of enemies? (Or break up the enemies that need updated?)

Thanks in advance for wanting to help. I have an array of (right now) ~1000 enemies that I need to update every frame. The issue, I believe, is mainly brute-force checks. I've profiled my ...
6
votes
4answers
2k views

Smoothing found path on grid

I implemented several approaches such as A* and Potential fields for my tower defense game. But I want smooth paths, first I tried to find path on very small grid ( 5x5 pixels per tile) but it is ...
19
votes
7answers
2k views

Optimizing gravity calculations

I've got a bunch of objects of varying size and velocity which gravitate towards each other. On every update, I have to go over every object and add up the forces due to gravity of every other object. ...
23
votes
6answers
949 views

Spell casting - How to optimize damage per second

Imagine we have a wizard that knows a few spells. Each spell has 3 attributes: Damage, cool down time, and a cast time. Pretty standard RPG stuff. Cooldown time: the amount of time (t) it takes ...