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.
3
votes
2answers
451 views
OpenGL: Precompute a texture rotation
I'm trying to speed up particles, and one way to do that is by precomputing the texture rotations. What I want to do is load the texture, rotate it and save it to a handle.
How would I go about doing ...
3
votes
3answers
211 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. ...
3
votes
3answers
2k views
Object pools for efficient resource management
How can I avoid using default new() to create each object?
My previous demo had very unpleasant framerate hiccups during dynamic memory allocations (usually, when arrays are resized), and creating ...
3
votes
2answers
201 views
What is a fair latency, to cut off game connection at?
I'm currently coding a realtime game. I'm doing alot of technical operations with the physics world (resimulations of old world states etc.) to prevent game lag. I save the world state every physics ...
3
votes
1answer
620 views
Flash AS3 Tower Defense MouseEvents
In my tower defense game and every tile has its own mouse event listener. I am wondering, would it be better to use one event listener (MouseEvent.CLICK) and then when it runs the function, should I ...
3
votes
2answers
2k views
OpenGL VBOs are slower then glDrawArrays
So, this seems odd to me. I upload a large buffer of vertices, then every frame I call glBindbuffer and then the appropriate gl*Pointer functions with offsets into the buffer, then I use glDrawArrays ...
3
votes
2answers
320 views
Rendering 3D out of layers - optimizing fillrate?
I'm rendering a city of several million cuboids that are all axis-aligned, touching each other and same-sized. They only differ in height.
Rendering them as real geometry is vertex-bound and too ...
3
votes
2answers
212 views
Naive minmax optimizations
I'm working on a perfect information game in my spare time. I've implemented a naive minmax algorithm for the computer player. I've further optimized it using alpha-beta pruning.
What I'm looking for ...
3
votes
1answer
390 views
What is the right process to get compatibility or at least a workaround for the ‘Threaded optimization’ feature of NVIDIA?
It's peculiar this issue is not well understood on NVIDIA forums and project forums.
For example, the well known ioquake3 project based on id tech 3 requires to force 'Threaded optimization' off on ...
3
votes
2answers
285 views
Profiling code with threads and script interpreter
Basically, how I profile a game that have multithreading and script interpreter? (Lua in my case)
I have no idea of where to look for that.
Also it would be nice to be able to profile code that ...
3
votes
1answer
1k views
Optimizing HTML5 canvas transformed drawing in Javascript
I am trying to optimize my HTML5 game engine and have noticed that currently a majority of the time taken in the game loop can be taken when drawing transformed tiles. I think this is because each ...
3
votes
1answer
251 views
Looking for literature about graphics pipeline optimization
I am looking for some books, articles or tutorials about graphics architecture and graphics pipeline optimizations. It shouldn't be too old (2008 or newer) - the newer, the better.
I have found ...
3
votes
1answer
170 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, ...
2
votes
2answers
683 views
Was C++ designed for speed, and is it better to not use high level features when teaming with inexperienced programmers?
I have read some optimisation guide for C++, and it seems it requires more knowledge to have a fast C++ code, than using C++ without the high level features of C++ (classes, templates, inheritance, ...
2
votes
3answers
1k views
Using SQL for a Realtime Multiplayer Game Server's Working Data (Fast Enough?)
The game I'm working on currently has a Client in Flash AS3, and a Server in C# (multithreaded).
Currently I use mySQL to handle logins (Raw access: no middleman for accessing the database) which ...
2
votes
5answers
2k views
Skipping glReadPixels and reading iPhone's “VRAM” directly
I'd like to rapidly capture "screenshots" of my OpenGL ES iPhone game and turn them into a video. I've tried the following approach (it works but degrades the game play to an unacceptable level):
...
2
votes
3answers
854 views
glGetFloatv – should it be avoided? Can it be replaced?
Platform is OpenGL ES 1.x. I am using glGetFloatv() to get MODELVIEW matrix. This allows me to compute points, where I need to draw a shadow effect. This is very handy, as I can forget about ...
2
votes
2answers
608 views
Which is worst: Too many VertexShader instructions, or FragmentShader instructions?
I want to have a better understanding of how to create shaders with optimal performance and realize where some bottlenecks can occur.
Is it usually favorable (when possible) to delegate most of the ...
2
votes
1answer
215 views
Collision Detection Efficiency
I've just written my first successful collision detection code, and it works great for a small scene of actors (player + 4-5 obstacles).
However, I realize that since it checks every possible ...
2
votes
1answer
233 views
Collision filtering by object, team
I am looking for a good method to determine which objects will be considered for collision with other objects.
My current idea is that each object has the following properties:
alwaysCollidesWith = ...
2
votes
2answers
2k views
Effecient tilemap rendering
I have done mostly tile based games, but never really bothered with optimization. I always just rendered all the tiles that convered the viewport.
I am currently working on platformer for a mobile ...
2
votes
1answer
119 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 ...
2
votes
2answers
282 views
How do you handle iPhone graphics for both high and low DPI settings?
How do you guys create your game graphics for iPhone? Considering you need a retina version and a nomal one?
Do you create a big version of your image, save HD, then resize to smaller version, and ...
2
votes
2answers
306 views
Help w/ iPad 1 performance for tile-based DOM Javascript game
I've made a 2D tile-based game with DOM/Javascript. For each level, the map data is loaded and parsed, then lots of tiles ( elements) are drawn onto a larger "map" element. The map is inside of a ...
2
votes
3answers
925 views
Optimized rendering of a cube mesh world
I want to render a cube-mesh (a.k.a. Minecraft-style) world. If I render each existing cube it will eat up FPS pretty quickly. How can I optimize it? I understand that the point is to not render ...
2
votes
1answer
101 views
Texture prefetching in GLSL
I have a fragment shader which needs lots of semi-random access to 32x32 texture patch. Fortunately, the patch is constant for each poly, so there should be no issue storing the whole thing to the ...
2
votes
1answer
2k 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 ...
2
votes
1answer
206 views
Regarding cel-shading of existing games
Is it possible to cel-shade existing games through API interception? I would assume yes.
If done properly, could cel-shading be used as a rendering optimization technique? This means, rather than ...
2
votes
3answers
670 views
Coarse Collision Detection in highly dynamic environment
I'm currently working a 3D space game with A LOT of dynamic objects that are all moving (there is pretty much no static environment). I have the collision detection and resolution working just fine, ...
2
votes
1answer
84 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 ...
2
votes
2answers
335 views
Dealing with string memory pollution
Consider following example. I have a title screen for a game which displays top scores list, and some other text. The Update method looks like (simplified):
// remove all text
textList.Clear();
// ...
2
votes
2answers
2k views
Loading and rendering one large image or many smaller ones
I am working on an android game with a top down style view similar to the original GTA's or a scrolling version of Legend of Zelda.
I have recently begun designing some prototype levels for the game ...
2
votes
1answer
101 views
How to handle shoot instructions, in a multiplayer TD
I'm currently working on a Multiplayer Tower Defense game, using ImpactJS & Node. I seek some clarification about how to handle projectiles from towers, let me explain.
So the server is running ...
1
vote
5answers
914 views
OpenGL Performance Questions
This subject, as with any optimisation problem, gets hit on a lot, but I just couldn't find what I (think) I want.
A lot of tutorials, and even SO questions have similar tips; generally covering:
...
1
vote
6answers
447 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 ...
1
vote
2answers
184 views
Which isometric angles can be mirrored (and otherwise transformed) for optimization?
I am working on a basic isometric game, and am struggling to find the correct mirrors.
Mirror can be any form of transform.
I have managed to get SE out of SW, by scaling the sprite on X axis by -1. ...
1
vote
3answers
387 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 ...
1
vote
3answers
173 views
Multithreading for a mixed-genre game in Python?
So here's the situation. I'm making a game that mixes two genres; arcade shooter and puzzler. They don't intertwine TOO much; all the interaction that really goes on is that every time an enemy is ...
1
vote
2answers
128 views
What calls trigger a new batch?
I am finding my project is starting to show performance degradation and I need to optimize it. The answer to my previous question and this presentation from NVidia have helped greatly in understanding ...
1
vote
1answer
296 views
Graphic optimization for iPhone
Basically, I am creating a large iPhone game (with an overwhelming amount of 2d graphics).
I am concerned about the game file size.
Since the iPhone game will accept Retina and Normal display, we ...
1
vote
2answers
205 views
Searching a map fewer times
... or better yet, removing the need to search the map altogether.
I'm either looking for suggestions on how to optimize my code, or a change in design.
In my component-based entity system, the ...
1
vote
4answers
110 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
2answers
626 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 ...
1
vote
1answer
53 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 ...
1
vote
1answer
86 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 ...
1
vote
1answer
194 views
Grid based collision - How many cells?
The game I'm creating is a bullet hell game, so there can be quite a few objects on the screen at any given time. It probably maxes out at about 40 enemies and 200 or so bullets. That being said, I'm ...
1
vote
1answer
202 views
Intercepting DirectX calls and optimizing the overal performance of games
I would like to use a DirectX proxy dll to intercept (and possibly optimize) the graphics calls being made by normal PC games. I am going to "screen cast" a game with ffmpeg or something similar and ...
1
vote
1answer
105 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 ...
1
vote
1answer
108 views
Performance tracking/monitoring in games [closed]
Let's say I have an online game with a downloadable client / browser plugin.
I want to track performance of my software and automatically send summary to the server. Let it be fps, latency, load time, ...
1
vote
2answers
220 views
Boolean checks with a single quadtree, or multiple quadtrees?
I'm currently developing a 2D sidescrolling shooter game for PC (think metroidvania but with a lot more happening at once). Using XNA.
I'm utilising quadtrees for my spatial partitioning system.
All ...

