Tagged Questions
1
vote
6answers
433 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 ...
4
votes
0answers
228 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
464 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 ...
4
votes
4answers
982 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 ...
18
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. ...
21
votes
6answers
842 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 ...