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, ...
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 ...
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 ...
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 ...
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 ...
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 ...