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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0
votes
1answer
180 views

What are the possible techniques to optimize the lighting pass in a deferred shading renderer? [closed]

I am toying around with "modern" OpenGL (this is my first attempt, I am new to this) and I have been developping my own deferred shading renderer as an exercise. I am using an FBO with the following ...
14
votes
2answers
2k views

What are the common rendering optimization techniques for the geometry pass in a deferred shading renderer? [closed]

I have been developing a game engine using OpenGL 3 and C++ (and glfw for window management). I have advanced so far, got most of the things done except sound entities and optimizations. The engine ...
0
votes
1answer
78 views

Integer linear program solver based AI

Is Integer Linear Programming a viable solution for a turn based game AI? My current AI solution uses an ILP solver. If you are unfamiliar with ILP, it uses a collection of Booleans to find most ...
18
votes
6answers
2k views

How to optimize the distance function?

While developing a reasonably simple RTS-like game, I noticed my distance calculations were causing an impact in performance. At all times, there are distance checks to know if a unit is in range to ...
0
votes
2answers
180 views

Is there a way to optimize this 2D lighting effect shader? [duplicate]

I'm doing a little 2D game in C++ with Direct3D 11. In the game I want to render a sort of shadow that covers part of the screen: To do this I am using this pixel shader: float4 PS_Main( PS_Input ...
4
votes
2answers
1k 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 ...
1
vote
1answer
46 views

Will function-local objects affect my performance over time?

This is a very simple question. Let's say my render loop runs at 60Hz, in each call to render(), I draw all my game's buildings, characters and scenery to make the current frame ready. Each of these ...
2
votes
2answers
128 views

Triangulating a point mesh at runtime

I'm familiar with various methods of triangulation (eg Delaunay), but since I have hundreds of thousands of regularly spaced points that may need to be revisited like this on each physics frame, I'm ...
2
votes
1answer
96 views

Optimising meshes

The game MegaGlest uses a MD3-like mesh format, which is keyframe-based vertex animation. One of the challenges moving forward is to continue to support lower-end hardware. We know some users have ...
46
votes
3answers
10k views

Optimizing an XNA 2D game

Does it make sense to implement the logic to skip rendering objects outside the viewport or should I not care about it and let the Framework do it?
2
votes
1answer
200 views

XNA mesh.Draw() takes the longest CPU time

We have a problem. Our game steadily slows down as we increase the number of models we draw. When the number reaches 100 - FPS is dead. Our humble tests showed that the reason is not GPU. This is what ...
3
votes
2answers
238 views

How to optimize my A* algorithm

I'm working on a roguelike, and I think my A* algorithm is insufficient. My general algorithm for building the dungeon is: Place rooms Figure out which rooms should connect by a relative ...
1
vote
1answer
350 views

How to generate AABB, OBB & Sphere from polygon soup

How can I generate AABB, OOBB and Sphere from a polygon soup, where the bounding volumes are defined as follows: AABB should be specified by min(x,y,z) max(x,y,z) OOBB should be specified by ...
2
votes
2answers
391 views

How can I remove branches from a fragment shader function?

I have a fragment shader, when I've carefully managed to remove most branching decisions, as I have found out through research here that they are bad. But I have one function that I just can't work ...
0
votes
1answer
337 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 ...
1
vote
2answers
619 views

Displaying possible movement tiles

What's the fastest way to highlight all possible movement tiles for a player on a square grid? Players can only move up, down, left, right. Tiles can cost more than one movement, multiple levels are ...
4
votes
1answer
205 views

Multiple render targets: Output target format performance questions

This is probably API independent (more dependent on hardware implementation), but just in case, I'm using OpenGL. The question is restricted to PC hardware. I have a couple of questions concerning ...
5
votes
1answer
623 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
1answer
163 views

Emulated vector scaling with raster graphics?

this is a fairly loaded question. I'm looking to develop a Tech Design Document with my programming team and we're now on the fence about a major 2D graphical engine decision. What we would like to ...
31
votes
8answers
30k views

What is the fastest way to work out 2D bounding box intersection?

Assume that each Box object has the properties x, y, width, height and have their origin at their center, and that neither the objects nor the bounding boxes rotate.
2
votes
1answer
12k views

Unity3D draw call optimization : static batching VS manually draw mesh with MaterialPropertyBlock

I've read Unity3D draw call batching documentation. I understood it, and I want to use it (or something similar) in order to optimize my application. My situation is the following: I'm drawing ...
1
vote
3answers
302 views

Ways to make my game world bigger without slowing users CPU

I've been developing my first game for a little while now, but I've found that I want to make the game world MUCH bigger. It's currently about 300*300 tiles, but has creatures and bad guys running ...
4
votes
5answers
495 views

Is Kip R. Irvine's claim of Assembly being practical for game development accurate?

Kip R. Irvine's book, Assembly Language for x86 Processors, sixth edition, begins by comparing the Assembly language against high-level languages. One of the pros for Assembly, was game development: ...
-2
votes
1answer
174 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 : ...
2
votes
1answer
419 views

Early Z-test / depth-test in DirectX 11

As a DirectX noob i'm trying to wrap my head around depth buffers and specifically how pixel shaders are called for obscured pixels. From what i understand, the rasterizer calls the pixel shader for ...
1
vote
1answer
146 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. ...
1
vote
2answers
343 views

Recasting and Drawing in SDL

I have some code that essentially draws a column on the screen of a wall in a raycasting-type 3d engine. I am trying to optimize it, as it takes about 10 milliseconds do draw a million pixels using ...
0
votes
1answer
389 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
962 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, ...
3
votes
1answer
466 views

The most efficent ways for drawing lines all day long with OpenGL

I'd like to put a computer screen that is running an OpenGL programs in a room. It has to run all day long (not in the night). I'd like to draw lines that are slowly fading in the background. The ...
8
votes
3answers
1k views

Are collision detection always O(n^2)?

Are physics engine able to decrease that complexity, for example by grouping objects who are near each other and check for collisions inside this group instead of against all objects ? (for example, ...
1
vote
1answer
188 views

SharpDX - How do I write multiple streams to Texture2D?

I'm working on a 3D map that is cut as a simple grid of textures. The idea is to draw only one object with all those textures, instead of having a tile object for each of them. Correct me if I'm ...
2
votes
1answer
182 views

Optimising skeletal animation

I am implementing a skeleton system for my latest game. I am using my own linear algebra classes which already have some optimisations, such as separate transformPoint and transformVector functions ...
8
votes
1answer
650 views

GL ES: Fragment shader optimization

Summary: I get FPS slowdown as soon as I try to tint the sprites (i.e: multiply texture with color in the fragment shader) Details: Hardware: iPod touch 4 I am drawing 700 sprites on the screen ...
3
votes
1answer
303 views

how to represent a nested menu system?

I'm wondering what would be a clever way of making a layered menu system, in terms of what data structures to use. An example of what I mean: A unit has the ability to construct buildings, and to ...
4
votes
3answers
428 views

Are there methods faster than Strings for sending a sprite's state over UDP?

I'm programming a 2.5D networked game in Java. The networking works like this right now: Create new networked sprite object at the client. Send it to the server. Server distributes and saves it. ...
6
votes
2answers
1k views

In DirectX 11, batching primitives for performance, how does this actually work?

I don't seem to be able to understand this. Microsoft says that one of the possible optimizations of for a Direct3D 11 if to batch primitives draw calls. For example in order to draw say 300 triangles ...
1
vote
2answers
826 views

Optimizing UV Map Sheet Based On Surface Area?

I am trying to get my UV Map Sheets Optimized Based On Surface Area , I need Them optimized cause my scene area is huge and i want to use them in UDK so i am trying to get maximum possible ...
3
votes
3answers
324 views

Javascript board game: looking for optimization

I posted this question on stackoverflow before but received no answers so I decided to post it here and see if someone could suggest me something. I'm working on a html/javascript game for android. ...
2
votes
1answer
230 views

Optimising out tiles outside of viewport

I am playing around with the HTML5 canvas and have begun implementing a tile engine. However, it's currently very inefficient: I have a 100x100 2D array and my code loops through the whole thing ...
1
vote
4answers
154 views

How to get a large quantity of photographs in an app while being memory efficient??

There have been a lot of word games (apps) lately and some use graphics but others use photographs and I was hoping that someone could explain how these games manage to get so many photos in an app ...
1
vote
1answer
236 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
246 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 ...
20
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. ...
2
votes
6answers
806 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 ...
17
votes
3answers
960 views

In modern AAA games with open environment and lot of static content (eg : crysis), how is occlusion culling performed?

Two ideas i have in mind : 1) Scene is rendered to a invisible buffer, using low resolution and low polygon count models (or even using only bounding volumes like cubes or spheres). The buffer is ...
1
vote
0answers
137 views

OpenWorld SceneGraph management and optimization [on hold]

I have a SceneGraph class which for now is just a simple list implementation, and the only optimization I've planned so far is a check is something like this: //GetDistance returns the distance ...
4
votes
2answers
222 views

Optimizing models & improving performance

I've created a map editor for a game I've been developing. The maps (planets) are made using a form of meta ball editing. Basically, in the end the Marching Cubes algorithm is used to get my final ...
4
votes
3answers
903 views

why is it faster to draw lots of small arrays than one big array?

This application on-line here has interesting performance characteristics: Sorting the rectangles to be drawn so it keeps having to change colour is faster than sorting the rectangles by their colour ...
8
votes
9answers
2k views

Large FPS vs consistent FPS

When optimizing the frame rate of a game, when should I focus on a large FPS and when should I focus on a consistent frame rate. This is often a hotly contested issue, so please note I'm not asking ...