0
votes
1answer
58 views

What strategies can one employ to do real-time path finding on a server? [on hold]

In a server where multiple path finding algorithms might be going at once (especially when a mobile might be chasing a player) for several entities at once -- what can we do to speed up path-finding ...
1
vote
2answers
105 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 ...
2
votes
0answers
125 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 ...
0
votes
1answer
228 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 ...
-2
votes
1answer
154 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 : ...
1
vote
1answer
105 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
301 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
556 views

How to optimise mesh data

So i have some procedurally generated mesh data and i want to reduce it down to its minimum number of verts. In case it matters this is a unity project. Working on the basis of a simple example, ...
1
vote
1answer
171 views

Alternative to soundeffect.play()?

I have been using a profiler to optimize my game for the Xbox, my aim is as with any optimization to reduce excess CPU and memory usage. I have managed to cut down a lot of the processor time and ...
0
votes
1answer
221 views

Xna “Game.Run” method appears to be using up a lot of resources in my game, is this normal?

The question really is in the heading, but i have been using the visual studio profiler to optmisie my game, i have noticed that the game.run method is eating through 93.6% of the overall game ...
1
vote
3answers
607 views

How do I swap two objects in C# (specifically Mono) without triggering GC?

I have two array lists. that I want to swap each frame. My question is, does the variable 'temp' need to be a member variable to avoid triggering GC, assuming this method is called on dozens of ...
4
votes
2answers
982 views

Rendering a lot of Models at once with XNA

In an hexgrid based game, I render all terrain tiles as a separate model, reusing the same texture objects on all similar tiles. The tiles is a pretty simple model. When the terrain is set to be at ...
6
votes
7answers
1k views

Wikipedia A* pathfinding algorithm takes a lot of time

I've successfully implemented A* pathfinding in C# but it is very slow, and I don't understand why. I even tried not sorting the openNodes list but it's still the same. The map is 80x80, and there ...