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
45 views

How do I avoid lag when dynamically loading a map chunk?

I have a procedural 2d game which extends in all directions, on the surface similar to Terraria. When a player moves their camera close to the edge of the currently loaded terrain, I trigger an expand ...
0
votes
2answers
184 views

GPU optimization question: pre-computed or procedural?

I'm learning shader program and need some general direction. I want to add noise to my laser beam. Which is the best way to handle it? I could pre-compute an image and pass it to the shader. I ...
11
votes
3answers
5k views

Optimizing a mesh for voxel cube landscapes

Playing around with creating minecraftish/lego world landscapes in Unity 3D (procedurally generated voxel landscapes with cubes), I'm finding that the meshes created for these landscapes take up a LOT ...
0
votes
1answer
126 views

submeshes and dynamic batching doesnt work as expected

I'm duplicating one object with submeshes frequently, and assigning a random material from five materials to each submesh. There is batching happening, but it's not quite as efficient as I would have ...
0
votes
2answers
65 views

Optimization for lots of UV coordinates update for tilemap animation

In my game, I procedurally generate tile map mesh and modify it when travelling around the "world". Each tile is a quad. So they each, have their own UV points. (Obviously) I am using Unity for this, ...
0
votes
1answer
42 views

Determine whether an object is 'visible' at a given distance automatically?

I am creating an environment using procedural content. To optimise performance, I am batching small meshes ahead of time. For efficiency's sake, I don't want to batch objects that make only an ...
2
votes
1answer
132 views

Unity Grid Layout causing multiple draw calls

We are developing a game in Unity 4.6.6 for both Android and iOS. Currently I am building the game UI with the new Unity UI system. In particular I am building a button list to create kind of ...
1
vote
2answers
326 views

How do I efficiently determine what objects are visible to a camera?

I want to call the rendering methods of only the game objects that are visible. How can I efficiently determine which objects or tiles are within the camera's rendered region?
0
votes
1answer
66 views

How do I dynamically grow a voxel world in all directions with chunks?

I've organized a Voxel world already but the problem is that it can only "grow" outwards. As a result, there is a single corner where it grows from, then outwards from there on. I want to be able to ...
0
votes
1answer
49 views

SerializeField vs GetComponent Efficiency

As far as I know, there are two built in ways to get an instance of a component in Unity. 1 - Serialize the field and drag in the component manually in the editor [SerializeField] private MyScript ...
0
votes
0answers
67 views

Speed up the DirectX game - how else can I boost the fps with typical triangle drawing?

I am writing my own c++/DirectX engine. I've made the basic framework and here comes the time for optimizations. I don't want to focus on optimizing the resources themselves right now (meshes, ...
1
vote
2answers
55 views

How to handle (0,0) in 2D game quad tree?

I am not sure how to handle situation when out objects (player) is in center (0,0) point of game which is crossing of four quads. How to handle that case? This image shows problem: Red rectangle is ...
9
votes
4answers
4k views

Which opcodes are faster at the CPU level?

In every programming language there are sets of opcodes that are recommended over others. I've tried to list them here, in order of speed. Bitwise Integer Addition / Subtraction Integer ...
0
votes
1answer
39 views

Best approach for level specific textures

TL;DR: Best way to handle level-specific textures without overkilling memory usage and killing performance and keeping things clean in OpenGL for mobile (also lower-end devices) and desktop using ...
6
votes
1answer
129 views

(Unity) Optimised networking solution for many moving objects

I've currently undertaking quite an ambitious project. In short, it's a real time multiplayer strategy game which has bacteria mechanics. Essentially, I have two remote players in the environment, ...
1
vote
1answer
189 views

Unity 2D Graphics Optimization For Mobile Devices

I want some advices on how to create graphical assets for mobile devices so that the game will have a good performance and not lag on mobile devices. I had 3 issues with my games and that is they ...
3
votes
2answers
67 views

What does D3DXOptimizeFaces function do?

I know that this function generates an optimized face remapping for a triangle list, but what actually this optimized remapping is? The triangle faces are remapped, but based on what?
0
votes
1answer
88 views

Using Java on mobile, should I avoid object construction to reduce GC overhead?

I new to both Java and game development and working on my first LibGDX game targeting mobile systems. How problematic is the garbage collector in a mobile environment? Should I try to reuse as many ...
4
votes
4answers
6k 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 ...
1
vote
0answers
101 views

Implementing a Render queue [closed]

I am currently in the process of re-writing my 3d engine, and I am looking at improving the renderer. I have read that organizing objects into a "render queue" and sorting is the best method. The ...
38
votes
8answers
42k 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.
1
vote
1answer
111 views

What is the fastest way of reading an atomic counter?

I have an atomic counter in my fragment shader that my application reads after each drawcall. I am currently using glMapBufferRange with GL_MAP_READ_BIT set. This absolutely destroys my applications ...
3
votes
1answer
110 views

Endless Running Game - Changing Lane Function in JAVA

I am developing a kind of vertical endless running game, where the character has 4 possible lanes to be in. I am using libGDX and want the character to change lanes by adding a horizontal velocity to ...
0
votes
1answer
68 views

how change branching logic to math equivalent glsl? [closed]

im totally newbie and this just for fun afaik lot of best practice suggest to minimize usage of branching. can you help me optimize below glsl especially on branch part? ( target 120 ) the bgcolor ...
3
votes
1answer
125 views

Optimizing the “visibility cone” calculations for a 2d game

I'm creating a simple 2D game and got a little bit stuck with this algorithm. What I wanted to achieve - and achieved - is to draw a visibility cone influenced by walls and other obstacles on the map. ...
3
votes
1answer
113 views

Optimization for Normal maps with lots of wasted space?

I'm working on level/character assets where I'm finding that I use only very little amounts of normal mapping on them, resulting in 2048x2048 textures that are mostly blue/purple. Is there any method ...
0
votes
1answer
56 views

XNA Starting a parallel Thread during a draw loop is slower than doing the same task in the main thread in update loop

I'm using XNA and all of my drawing is done in the main thread. I am CPU-bound and I thought I could gain performance by moving some non-update logic (like animation update) from the update loop into ...
0
votes
0answers
57 views

How can I avoid transposing matrices and still use more efficient dp4's instead of a mul and 3 mad's?

I'm using the 'correct' matrix-vector multiplication form (M*v) as recommended here. All my matrices in shaders are prefixed with 'column_major'. This line of HLSL code: hPos = mul( ...
0
votes
3answers
1k views

Unity3D Directional lights vs Draw calls

I need 2 light sources looking at a different direction as per my design. This means, I cannot flag one of them as 'not-important'! I found that because I'm using 2 directional lights, drawcalls are ...
-1
votes
1answer
133 views

Tile map optimization algorithm

I've read this artical on tilemap optimization https://www.scirra.com/blog/ashley/3/tech-blog-tilemap-tidbits and wondering what algorithm is used to achieve something like this. I'm wondering ...
1
vote
2answers
66 views

Is there a difference in the time taken to load one texture instead of many?

Is there a difference in the loading time of 16 256*256 textures versus a single 1024*1024 texture? Specifically for level loading time?
2
votes
1answer
65 views

How to assign texture to shader?

In OpenGL, most shader uniform variables are easy, a float or a vec3 or whatever is associated with a shader program. But samplers are different, we associate a texture unit to the shader program, and ...
1
vote
2answers
70 views

Client Tells Server What Gamestate Data to Send Back

I'm just stepping into the world of MMORPGs and how they function, so assume I know very little. in a game, a client doesn't see everything that the server does. For example, the client can't see ...
55
votes
6answers
15k views

How can I optimise a Minecraft-esque voxel world?

I found Minecraft's marvelous large worlds extremely slow to navigate, even with a quad core and meaty graphics card. I assume Minecraft's slowness comes from: Java, as spatial partitioning and ...
0
votes
1answer
245 views

OpenGL memory optimization and batching technique pitfalls

I'm studying OpenGL optimization techniques. What I'd like to achieve is to emulate as closely as possible Mantle/DirectX12 programming patterns (aggressive batching, flexible memory handling, complex ...
-1
votes
2answers
184 views

How can I optimize these GLSL bitwise operations?

I need the following part of my vertex shader simplified. Sb=Sb|((gl_VertexID&(128+1))<<9); Sb=Sb|((gl_VertexID&(512+4))<<6); Sb=Sb|((gl_VertexID&(2048+16))<<3); ...
0
votes
0answers
51 views

Mobile game: Optimization only working on some devices / Render big texture causes stuttering after level load

I'm currently optimizing the rendering of the background of my mobile game. The background consists basically of many colored dots. Since the background is static I'm able ro render the whole ...
3
votes
3answers
231 views

Possible A* Optimizations [closed]

I have implemented A* in my game. However, I am not happy with the performance and need some help deciding what to do next. I have already done the following optimizations: Not having a closed ...
1
vote
0answers
127 views

How can I use a SharpDX.Toolkit.Game in multiple WPF controls?

I've implemented a Game class in a WPF app. It works and the animation renders. I have task to implement another several Controls with SharpDX in the same application window. Each new Game object ...
0
votes
3answers
109 views

What is the best way to keep track of time in a game?

I'm getting to the part in development where I'm noticing that timing is going to be an issue. If I put my movement update in the same function where I draw the scene, then a low FPS means slower ...
0
votes
4answers
305 views

Are there any resources about performance tweaks? [closed]

There are many optimization tricks that you can apply to your C++ code that can help speed up your program, and there are more game-related tweaks poping out every day. For example, I've just heard ...
0
votes
0answers
51 views

Why Reducing fragments by increasing geometry vertices turn out to be slow?

I am developing a ray-casting program by OpenGL. At first I made a large bounding box including the whole volume and render this box, which triggers the ray-casting. I'm trying to optimize this ...
0
votes
1answer
61 views

Cover system design considerations

I'm trying to plan out a cover system for a 3D game. The mechanic When the player approaches a surface they can take cover behind... A prompt appears indicating they can enter cover, and what to ...
2
votes
2answers
447 views

How can I optimise collision checks for a large number of AI units?

Let's say I got 100 Orcs in my 3D world and they all aim to kill each other. That means for every 1 Orc I have to check for collision with the 99 others. That will give me 99^2 which is about 10,000! ...
0
votes
1answer
104 views

Tetris rotation without using arrays

I am making a Tetris clone. Is there any way that I can avoid using a 2D array for storing a Tetris block? EDIT: Suppose I have an array to store an L-shaped piece: 1 0 1 0 1 1 But for the sake of ...
5
votes
2answers
393 views

HLSL: using “?” operator in Technique section produces branches?

I recently found that you can do this: int AnotherShaderConstant = 0; float4 PixShader(VSOUT input, uniform bool Direction) { float4 color; if (Direction) color = GoLeft(); else ...
4
votes
2answers
189 views

How can I make sure my game runs on older GPUs than mine?

My game must stay at 75fps to be playable (I'm developing for the Oculus Rift) and I'm optimizing with that hardware in mind. My mid-range Nvidia GTX 650 Ti struggles a little with some Rift demos, ...
16
votes
1answer
1k views

How are entity systems cache-efficient?

Lately I've been doing a lot of reading on entity systems to implement in my game engine (C++/OpenGL). The two key benefits that I constantly hear lauded about entity systems are 1) the easy ...
1
vote
1answer
485 views

For Vertex Buffer Steaming, Multiple glBufferSubData VS Orphaning?

I was learning OpenGL recently. In games, we need to update the position of game objects frequently, and they will come in & out of screen constantly. So it means in rendering we need to update ...
-2
votes
2answers
648 views

Tower Defense Search Enemies Efficiently

I had a problem with the build of a TD. I got a slow - non efficient search for towers find targets to shoot. PD: enemies[] got all the active & non-active enemies (death and alive) ->Im using ...