I have terrain being rendered in my project using VBOs in OpenGL. I would like to apply some Frustum Culling but have no idea how to access each polygon as its drawn to check if it is in view. I think ...
In 'normal' business programming optimization step is often left until really needed. Meaning you should not optmize until it is really needed. Remember what Donald Knuth said "We should forget ...
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 ...
I was reading on SO about native flash rendering vs building a custom BitmapData frame buffer and some of the answers were a bit conflicting, so I was wondering: Is it generally best practice to go ...
What tips or tricks do you have when it comes to making the OpenGL more efficient?
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 ...
Assuming you already have the best-choice algorithm, what low-level solutions can you offer for squeezing the last few drops of sweet sweet frame rate out of C++ code? It goes without saying that ...
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.
By profiling my game, I see that the vast majority of the execution time of my hobby game is between the blit and the flip calls. Currently, it's only running at around 13fps. My video card is fairly ...