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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2answers
299 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); ...
2
votes
1answer
420 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 ...
2
votes
1answer
268 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
1answer
24 views

Libgdx: more efficient way of using Vector 3?

I currently use if(cam.frustum.pointInFrustum(new Vector3((float)posX, (float)posY, 0))) To check if my sprite is in the camera's view. I have to make a new Vector3 every frame wich is very ...
0
votes
1answer
134 views

How to choose and scale heuristics for A-star on a graph?

I am trying to find the best and scale my cost function for my algorithm. I am following amit blog which explain that ...
-1
votes
1answer
166 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 ...
2
votes
0answers
176 views

Improving effect performance in XNA

I'm making a 2D, top-down platformer, in which four or five layers are rendered each time the game draws. Everything is fairly performant except for the bottom layer, which is the game map. This is ...
1
vote
0answers
96 views

Recognize pattern in 3D building environment

I'm currently developing 3rd person building game (as bacheleor thesis). I need to recognize constructed patterns co I can mark corresponding structure as some building (so player can start using that ...
1
vote
0answers
112 views

Unity Profiler - What would cause PlayerEndOfFrame to have 10-16MB in GC Alloc?

I can't find much documentation on what "PlayerEndOfFrame" does. Sure it is the end of a frame but what would cause the GC Alloc to go so high? This is the profiler results from a debug build on a ...
1
vote
0answers
73 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 ...
1
vote
0answers
171 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
0answers
41 views

What is the best way to group lots of squares into one VBO?

I'm making my first game in OpenGL, using procedural generation, and it is a similar concept to Terraria. At the moment, I have one, very small VBO for a square ('block') and an EBO for its vertices. ...
0
votes
0answers
21 views

Different layouts?

I have had trouble in the past with optimizing my game for different layouts, so that the players don't see the game in different ways on different screens. Someone told me that the normal directory ...
0
votes
0answers
26 views

Culling And Optimization in a 2D Orthographic Game

I'm currently developing a 2D top-down space themed RTS game. I'm building the space procedurally from a seed. At the end of generation of all space objects, if i don't apply any optimizations I end ...
0
votes
0answers
159 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, ...
0
votes
0answers
75 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
0answers
52 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 ...