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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29 views

Architecture vs Performance [Java; Android game] [on hold]

I'm make a sandbox game on Android and can't decide how best way. Has is a significant difference in the performance in Example 2? ~800 tiles drawing on screen 60 times per second. Example 1 (6400 ...
2
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1answer
71 views

Is there a way to manipulate a pixel Array on the GPU?

I'm currently working on a 2D-Game and i want to draw and calculate the whole screen myself through a pixel array. I'm programming in C++, using SDL 2 and OpenGL specifically a OpenGL Texture which is ...
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1answer
165 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 ...
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0answers
11 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 ...
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1answer
57 views

Drawing the same model multiple times

I am looking ways to improve the efficiency of my draw method in XNA/Monogame and understand how things work. I have just a group of 4 models (bricks), (red, green, blue, yellow) I am drawing multiple ...
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0answers
22 views

What variables change the number of lightmaps

I need to know what changes the lightmap size for example what changes the lightmap from being 2*1024*1024 to 4*1024*1024 , having larger textures or having larger quads(having more models) or having ...
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1answer
45 views

Are lightmaps also considered textures?

I want my game to support phones with max texture size of 1024 so my texture atlases are 1024. My question is: are lightmaps also considered textures and their max size must be 1024? Or they can have ...
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0answers
20 views

Continous horizontal animation of objects

We have to continously animate objects from right to left in a panel. The player has to pop the first object. If the first object could not be destroyed by the player and it reaches the left ...
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1answer
83 views

What is the performance impact of rendering a larger quad?

Lets say I have two planes and I textured them in blender with a 512*512 tiled texture. One plane is bigger than the other (for example, one plane tiles the texture 60 times but another only six ...
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3answers
148 views

In OpenGL what's quicker, lots of smaller VAOs, or one large one updated each frame?

In my game engine, a mesh can be made of many submeshes. These submeshes may or may not share vertex data with the rest of the mesh, if they don't they have their own vertex data array. I've noticed ...
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1answer
76 views

XNA: How to capture precise time of button press?

I'm guessing the default XNA model encourages checking for button presses in Update(). However, I am developing a game-like application for research and need to measure reaction times as quickly as ...
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1answer
55 views

Draw multiple triangle strips in one draw call DirectX

I'm running into a bottleneck where I'm drawing many basic disconnected colored triangle strips in DirectX 9 (XNA). The problem comes with drawing them all in seperate draw calls, so I'd like to batch ...
8
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1answer
508 views

GPU Locality of Reference

Does locality of reference make as much of a difference to GPU performance as it does CPU performance? For example, if I send 200 draw commands to the GPU, will I see a (potentially) noticeable ...
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1answer
72 views

Alternatives to map of strings in regard to performance

I would like to start my first question here with a subjective question. I think it qualifies as constructive. To introduce the situation: I have a 2D tiled map. I also had different arrays of ...
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12answers
3k views

How can I make A* finish faster when the destination is impassable?

I am making a simple tile-based 2D game, which uses the A* ("A star") pathfinding algorithm. I've got all working right, but I have a performance problem with the search. Simply put, when I click an ...
3
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1answer
634 views

Why would it be faster to render using multiple canvas elements?

This video suggests that rendering using multiple canvas elements helps performance. How does this work? The idea was to use one for the player, one for the enemies, another for the background, ...
2
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1answer
90 views

How can I estimate the perfomance of graphics cards I don't have? [duplicate]

I'm developing a voxel game with OpenGL and want to optimize the number of rendered faces. How can I estimate how many faces at most a modern graphics card of a certain brand is able to compute, while ...
0
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2answers
99 views

Collision detection enhancement

I am developping a spaceinvader-like game. There comes the problem of how to handle collision detection. At first I was doing like that : forEach(fireBall : fireBalls) { forEach(stormTrooper : ...
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2answers
125 views

Optimizing Collision Detection in a 2D Game

I am optimizing my "little" Java (LibGDX) shooter game, and perhaps unsurprisingly, collision detection is a "bottleneck"; I've kind of reached my performance goals already, but I want to tweak the ...
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0answers
176 views

Phaser noob: Why is my Phaser game jittery? [closed]

I'm just getting started with HTML5 game development, and I'm very impressed with the quality of Run Pixie Run and bunnymark in both desktop and mobile, so I've started making a game using Phaser ...
0
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0answers
69 views

Java Graphics performance issue when drawing transparent shapes

I've started working on a game engine for fun with no external libraries. I've started creating a simple particle system and I've come to some huge performance issues. I have the following frawing ...
6
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1answer
1k views

How to profile CPU and GPU performance if I have a monster PC?

I'm going to upgrade my PC soon. I'm worried that I will no longer spot performance losses in my game because of the better specs. I can check memory usage easily, but how do I check and debug CPU ...
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0answers
102 views

Does Unity's “Compression quality” affect ETC2 compression?

In Unity I am using "Advanced" texture options on Android with ETC2 8-bit compression. There is an option for "Compression quality" as described here: ...
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0answers
63 views

Additive blend over camera preview

I am using SurfaceTexture to draw camera preview through opengl after applying blending but new camera preview frames overwrite my previous frames although i am not clearing my color buffer. I want my ...
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1answer
47 views

What is the fastest way to know if the current coordinate in screen-space is odd or even in GLSL/GLES2 frag shader?

I want to make a post-effect where every second column of pixels is colored differently, and I want to implement this as a GLSL fragment shader on GLES2. The question is what is the most effective way ...
2
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1answer
234 views

Avoiding memory allocation in Android game development

For obvious reasons, allocating memory on the fly in Android game development is not recommended. For example: http://developer.android.com/training/articles/perf-tips.html: There are two basic ...
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3answers
303 views

Issues with ECS performance

I'm currently implementing ECS in "classic" sense, as defined by this wonderful post, where we have Entities, Components and Systems. And I'm having a serious (for me) performance issues. They come ...
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4answers
302 views

How do I prevent receiving data from the network from dropping rendering frames in a multiplayer game?

I'm building an HTML5 massively multiplayer online game. I've been working on this project for awhile, but am having some trouble sorting through a couple of performance issues. Since this is a ...
0
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1answer
33 views

Heuristics used for determining device performance

Often times PC games offer an elaborate settings page which lets you turn 20 different knobs. Users can modify these settings at will in the pursuit of performance, or conversely, visual quality. ...
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2answers
535 views

Store values or calculate values [closed]

We're talking about fairly anal levels of optimisation here that I wouldn't really worry about in anything other than mobile games. Let's say for example you were drawing a texture to the screen in a ...
9
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3answers
514 views

Cache misses and usability in Entity Systems

Lately I have been researching and implementing an Entity System for my framework. I think I read most articles, reddits and questions about it that I could find, and so far I think I am grasping the ...
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1answer
112 views

LibGDX Box2D TileGame Efficiency

I am trying to implement Box2D into my top down tile game in LibGDX. Each world consists of a set of chunks, and each chunk is 16 tiles wide/long. The maximum/minimum chunks loaded at one time is 9 (a ...
4
votes
1answer
142 views

Large 2D Arrays Causing Garbage Collection

I've been working on a game in Java that, for this post's sake, looks like Terraria and has random world generation. I've been using Vectors to contain my tile/block objects, but recently due to the ...
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2answers
88 views

Traditional Chunk Loading vs. Chunk Swapping

I'm designing a voxel-based game (aren't we all?), and just yesterday implemented infinite terrain generation. I'd already had the terrain generation working off of simplex noise, so this wasn't a ...
6
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1answer
214 views

Why does accessing a uniform float make my shader more than twice as slow?

My fragment shader was significantly slowed down by a recent change, and I've been trying to understand why. I isolated the main slow-down to accessing a single particular uniform float. If I include ...
0
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1answer
49 views

Grants a Higher Texture downsized a better quality than a texture with the downsized resolution?

if i use a texture in a game with a resolution of 128*128 for a tile which is actually 64*64 on screen and both textures show the same image just in different resolutions. One in 128*128 and one in ...
3
votes
1answer
664 views

OpenGL - Drawing multiple meshes at once using VBOs and IBOs

I have been learning OpenGL 2.1 but using shaders, VBOs, IBOs, etc. I have gotten a rendering engine that can load and draw meshes, materials, forward lighting (no shadows yet), SceneNodes, and ...
3
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1answer
84 views

CSS Sprite position updates slow due to addition of 'px'?

I'm moving fewer than 10 position: absolute elements around the screen. An enormous amount of CPU time (profiled in Chrome as (program) i.e. native code) is used where I do the following: style.left ...
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0answers
45 views

Casting every received packet as struct?

What is the best performant solution to handle received data from socket, in a MMORPG game? Is it good to have something like: [StructLayout(LayoutKind.Explicit, Pack = 1)] public struct LoginPacket ...
4
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1answer
213 views

How to describe the performance requirements for a PC game?

System requirements describe the minimum specifications of the hardware and software required to play a game, in terms of performance and compatibility. Some requirements are clear-cut, like the ...
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2answers
86 views

Performance Difference Between Content.Load and Texture.FromStream xna

Is there any performance difference between Texture2Ds loaded using the content pipeline and Texture2Ds loaded using Texture2D.FromStream()?
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0answers
45 views

2D Game with a big block-based Map - Create for each block one block-object? [duplicate]

I'm working on a 2D game in Java which will be similar to Terraria (Mincecraft 2D). I want to generae the world-map random. The world (the ground) consists of 32x32 blocks. How I should handle all ...
2
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1answer
62 views

Impact of object's statistics on the rendering

Consider two 3D objects with n points and n triangles. One of the objects has a smooth surface such as a ball or a box, and the other object is like a fuzzy onion-layered object with large ...
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3answers
215 views

Why are huge polygon amounts bad?

It is always said that the polygon amount of a single modell must be as little as possible when it comes to realtime simulations such as computer games. (Or at least lower than when rendering a movie) ...
5
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1answer
1k views

glDrawElements vs glDrawArrays for polygons that do not reuse vertices

Is it better to use glDrawElements or glDrawArrays when not reusing vertices? There must be some difference, otherwise people would always use glDrawElements? I suppose the question could be ...
16
votes
4answers
4k views

Is there any harm in having the main game loop run uncontrolled?

I was wondering if there is any possible harm when my game loop runs as fast as the system allows? I currently have a loop, that, by measuring passed time in nanoseconds, runs the game logic and ...
1
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0answers
110 views

OpenGL ES 2.0 state management best practices [closed]

I use a game engine with dynamic sprite batching for 2D games on mobile platforms (MOAI SDK). It already handles redundant state changes pretty well - with the use of texture atlases it only flushes ...
0
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1answer
212 views

3D picking for mouse move event

I implemented color picking recently and I would like to use it as kind of highlight when mouse is over an object but I am concerned about performance. Color picking requires whole frame to be drawn, ...
2
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2answers
71 views

Add Objects in LWJGL without using glTranslationf function

It is possible to add an object in LWJGL without using translation function (glTranslatef) ? and if it is possible does this improve somehow performance ?
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2answers
348 views

Is it possible to create 3d games with good performance in java? [closed]

Recently i use Javafx 8 for creating small 2D games , but i think it can't manage memory and other things very well .I see Jmonkey jmonkeyengine as a game engine for Java and i see some videos of ...