The quality, efficiency, and speed of running gameplay as a result of several factors in the design and structure of the game and its architecture.

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0
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1answer
28 views

Massive CPU Usage by WaitForTargetFPS in the Profiler

So I was checking the Standard Assets Example Projects of Unity, and they all have high FPS numbers in the Profiler. I started a little project myself, just a simple sprite with movement via ...
0
votes
2answers
75 views

How do I make a game over screen like Temple Run or Subway Surfer?

When you die in one of these 2 games I took screenshots of (Temple Run and Subway Surfers), what exactly comes up to say "Game Over" and posts your score and all-time high score? Is it a different ...
3
votes
2answers
97 views
+100

Gfx.WaitForPresent performance issue

I am making a 2D mobile game and it runs really well (60 fps) on my phone. However, in some cases the performance goes down drastically to the point where it runs at 20 fps or even less. It happens at ...
1
vote
1answer
51 views

unity 5.x performance

after I downloaded unity 5, it became very consuming, my pc becomes hotter and makes a lot of noise. also building, compiling, baking of game takes a lot of time, I am making multiplayer game and need ...
1
vote
0answers
29 views

Mesh vs LineRenderer Performance

I've created a script, which is drawing a line along a bezier curve, so that I can animate whatever I want with lines, mostly for UI purposes. For the moment I'm using a line renderer, which works, ...
0
votes
1answer
20 views

Java - Performance problem with BufferedImage and AlphaComposite

:) I'm currently making a 2D platformer game and now I want to implement Light using AlphaComposite. For creating the lights I first create a blank BufferedImage with ARGB format. After this, I ...
0
votes
0answers
25 views

What is GPU instancing and what are its differences in comparison to standard instancing?

I have been reading a lot of debate on a new feature that will be in Unity 5.4: GPU instancing. I understand the importance of instancing in general, both in terms of saving memory and draw calls. ...
1
vote
1answer
33 views

Level/Asset design for performance Unity

I am a big fan of modular assets. Currently I am designing a 3d game for mobile and I don't know how I should create my levels to get the most out of the device. Should I... create lots of "small" (...
0
votes
1answer
76 views

How to combat exponential growth in sprite messaging?

In my 2D platformer game, I have a number of sprites moving around the world. When two sprites collide with each other, I calculate how deep the collision is and then call a virtual method on both ...
0
votes
1answer
75 views

Drawing bullets on a map

I'm going to be making a shooter-style game, on a navigatable map (All 2D). I'm a little unsure of how to handle the bullets: I see two main ways i could do it I could have the bullet's x and y ...
0
votes
0answers
13 views

Is it possible to not include or erase AABB data from a procedurally generated mesh with Renderer?

I am procedurally generating many thousands of very simple meshes with very simple texture (the same for all meshes and instances) in Unity (5.3.4) with C#. Currently they take more than 100MB in ...
1
vote
0answers
59 views

WebGL Primitive Batching unexpected performance

I'm kinda new to WebGL in general, I've started to make some batching experiences on primitives (just drying a bunch of rectangles by using a combination of two triangles repeatedly). I've started by ...
1
vote
2answers
57 views

Reducing draw calls in a y-sorted orthogonal world

This is a hypothetical question, as I haven't yet come across the problem of making too many draw calls, but for my game I am aware that this could become a potential problem. The style of my game is ...
0
votes
0answers
17 views

Occlusion Culling Open-World Implementation (Using Unity)

I was curious how people generally do occlusion culling. What techniques are most widely accepted for performance and also where can I learn more about these? The material I can find online seems ...
2
votes
4answers
602 views

Why is my A* Pathfinding incredibly slow?

I'm trying to use A* to make my enemies move about, but it takes up to 20 seconds to get a path to walk. My grid is only 64*64. This is my code: #include "AStar.h" #include "Node.h" #include "...
0
votes
2answers
166 views

A* pathfinding takes too long, shortcuts needed

So I have a game where the player can move on a grid 108 X 192 large. It uses a simple A* path-finding algorithm to move. Unfortunately, After 0.03 seconds, it would have only looked at about 300 ...
0
votes
1answer
68 views

Rendering three-dimentional array of tiles (as a tilemap)

I'm trying to create 2d game engine in C++ using SDL2 (actually some code was migrated from SFML). I want to have a flexible multilayer tilemap that can store different types of tiles. My current ...
0
votes
2answers
127 views

How does billboarding 3D sprites affect performance?

I was reading the Unity manual on trees and one of the claims made is as follows: Unity uses optimisations (eg, billboarding for distant trees) to maintain good rendering performance... I was ...
4
votes
2answers
155 views

Is there a way to turn collision detection system off completely in Unity?

My world setup is 2D Top-Down. All collisions are disabled from the collision matrix. There are no collisions in the scene as I wanted, but as I perceive, Unity is still trying to calculate ...
4
votes
1answer
134 views

How can I reduce the draw calls in a split screen game?

I am working on a split screen game with one camera per player. It appears that the number of draw calls is multiplied by the number of cameras I have, which makes perfect sense. More cameras means ...
0
votes
2answers
64 views

How to optimize my random terrain generation and usage?

I'm new to Unity. I've created an algorithm to procedurally generate a circle-shaped tunnel made of primitive cubes GameObjects. The problem is that the game is very laggy and I can understand why: ...
3
votes
1answer
94 views

Does marking a GameObject as static actually improve performance?

I'm currently working on a small game that will include somewhat large levels. Each level will have a somewhat large amount of GameObjects lying around as props. I was told by a friend of mine that ...
0
votes
1answer
43 views

How do I interpret the differences between the “Time” and “Self” columns in Unity's profiler?

I'm not quite understanding how to read the results of the profiler: A method Pathfinding_NodeAdjuster.CheckSpecificArea() method is using up 94.7% of the BehaviorUpdate overall time, while taking 73....
0
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0answers
37 views

Why would somebody want to turn off v-sync? [duplicate]

From this recent article about technical limitations of UWP, I've found inability to turn off v-sync listed as a negative point. I understand lowering graphics settings like texture quality, various ...
4
votes
1answer
99 views

Unity scene performance - better to use one scene and toggle what is active?

Unity scene performance questions In Unity, were one to have a scene that is basically identical in all but a few ways, would it be better to keep them as separate scenes, or to have them be one ...
3
votes
2answers
238 views

When should I mark GameObjects as Static?

Here is the corresponding Unity documentation. According to explanations of Unity documantation pages about Static GameObjects, sometimes marking GameObjects as static may effect performance in a bad ...
1
vote
1answer
263 views

Performance of glDrawElements vs glDrawRangeElements vs glDrawArrays

I've looked around on the web trying to find a good answer to this, but am unable to find one. Different forums mention driver bugs and the likes, but these discussions are usually almost 10 years old,...
1
vote
1answer
112 views

OpenGL Applications Bring computer to halt

Whenever I run any application that utilizes the OpenGL interface, my entire computer comes to a halt, but it doesn't do this when it utilizes the DirectX interface. I run both Linux (Ubuntu 15.10) ...
0
votes
0answers
107 views

Enabling VSync results in stuttering

With VSync disabled my FPS doesn't drop below 100. When I enable it my FPS sits in the 55-60 range. The issue I have is that I have fast moving platforms that move at a constant speed, so a single ...
4
votes
1answer
154 views

Does distant and large objects use up a lot CPU usage?

Okay I'm new to Unity, and I'm making a space sim pc game. You know, space is huge, light years of distance between stars. Even if I set 1 AU (150,000,000 KM) as 1 unit, 1 light year will be 63,000 ...
0
votes
0answers
38 views

Create a new layout?

After the user gets to a certain score in my game, I wan't to display a medal next to the users name. Doing this pro grammatically will make the image disappear after the user leaves the app. How can ...
3
votes
1answer
69 views

Performance differences: one empty GameObject with multiple child objects vs. single GameObject formed by pre-merging the former child objects

Imagine a robot game where robots are made of pre-built blocks. Therefore, each block is a separate GameObject, with one mesh each. I am trying to understand the conceptual differences behind the ...
1
vote
3answers
145 views

Most optimal way to load 2D world

I am creating a 2D car racing game. (Yes, a Hill Climb Racing clone) What I am doing right now is load 10% of the map every time the user gets to 7%. For example: Imagine the map has 10km. (10000m) ...
1
vote
0answers
28 views

Animated Typing Memory Usage with Immutable Strings

Right now I'm programming a game that has an animated typing effect typically seen in older 1980's and 90's role-playing games. An example can be seen here. The typing effect is generated by taking a ...
7
votes
1answer
155 views

Cossacks game pathfinding

Cossacks (released in 2002) is an RTS game where you can build huge (few thousands men per player) armies on a really big maps. Imagine Age of Empires 2 for few players on Ludikris map with no lag, ...
13
votes
1answer
1k views

Is * calling *= (or *= calling *) slower than writing seperate functions (for math library)? [closed]

I have some vector classes where the arithmetic functions looks like this: template<typename T, typename U> auto operator*(const Vector3<T>& lhs, const Vector3<U>& rhs) { ...
3
votes
2answers
2k views

Most efficient way to convert Vector3 to Vector2

What is the most efficient and fastest way to convert a Vector3 to a Vector2? Casting: Vector2 vector2 = (Vector2)vector3; Initailizing a new Vector2: Vector2 vector2 = new Vector2(vector3.x, ...
0
votes
0answers
135 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 ...
3
votes
1answer
387 views

Why is my game freezing?

Ok here is what I have done. I have made a simple test game where you move a character around. I built it and installed the app onto 2 different devices (as it will be a multiplayer game later). ...
2
votes
1answer
100 views

Java 2D Game Development - Best Performance With Rendering

I have seen two different rendering methods. One of them is rendering multiple bufferedImages like g.drawImage(image1 to imagexxx, x, y). Like in my game I have to render, on each tick, 880 buffered ...
6
votes
2answers
377 views

Know if you're fully utilizing the GPU

I render ~17.000 VAOs each frame. 2.840.386 triangles. Only applying texture, nothing else. I have three computers and the performance across them is not as expected. Cheap laptop(i3-4010U & ...
4
votes
7answers
832 views

How to avoid cost comparison each and every frame?

I'm toying around with a ticker(incremental game) for JavaScript. The basic idea is that you have buttons that represent buildings, each building provides a certain amount of resource per 'tick'. ...
1
vote
1answer
134 views

Flash animation or Sprite sheet animation good for Unity mobile games

I would like to develop dress-up and cooking kind of games. So it needs lots of animations. Our designers done the animations in the lash. I found the plugins callued GAF and UniSWF to convert flash ...
-1
votes
1answer
61 views

Why not draw a custom font with lines and/or polygons?

Reasons/advantages I see: More flexible procedural animation. Completely custom font. Performance (no texturing or high-poly)? No assets (unless data-driven). Multi-resolution compared to sprite ...
4
votes
1answer
65 views

What is the fastest way of drawing simple, textured geomtries and keeping the depth test?

I'm looking for a fast way to draw simple 3D geometries - that will consist of up to 10 vertices. Each of them will have a texture (though varying between geometries). I also want to store the ...
3
votes
1answer
94 views

Ideal draw order - sort primarily by distance or material?

When it comes to pre-sorting the draw calls for a given frame, I am aware of two different methods for optimising. The first is to batch draw calls by their material. This minimises shader changes ...
2
votes
1answer
92 views

Transitioning through menus in Unity: what is the best option performance-wise? [closed]

I'm making a menu manager and I'm not sure what should I do to make a transition from one menu to the other. What is better to be used performance wise? Here is the step in my mind. Simple enable or ...
1
vote
0answers
112 views

What is Sprite Kit capable of? [closed]

I am messing around with Game Maker in my free time. I learned some Java at school but never really understood the object oriented principles. When I got to know Game Maker I was surprised that game ...
2
votes
1answer
35 views

Add navigation obstacles during runtime lags

Please watch this short video. http://screencast.com/t/vw2a5FdOOT It shows the problem. It's using the build in Unity navigation and followed the guide to build the demo in the video. Everytime I ...
2
votes
1answer
64 views

Efficient Per-Tile Lighting Technique

Quite a few of the 2D games that I have seen use per-tile lighting, where each tile has a set brightness (continuous scale of 0 to 1, for example). One way of calculating the brightness of any one ...