18
votes
6answers
2k views

How to optimize the distance function?

While developing a reasonably simple RTS-like game, I noticed my distance calculations were causing an impact in performance. At all times, there are distance checks to know if a unit is in range to ...
1
vote
1answer
45 views

Will function-local objects affect my performance over time?

This is a very simple question. Let's say my render loop runs at 60Hz, in each call to render(), I draw all my game's buildings, characters and scenery to make the current frame ready. Each of these ...
4
votes
1answer
168 views

Multiple render targets: Output target format performance questions

This is probably API independent (more dependent on hardware implementation), but just in case, I'm using OpenGL. The question is restricted to PC hardware. I have a couple of questions concerning ...
1
vote
3answers
286 views

Ways to make my game world bigger without slowing users CPU

I've been developing my first game for a little while now, but I've found that I want to make the game world MUCH bigger. It's currently about 300*300 tiles, but has creatures and bad guys running ...
-2
votes
1answer
166 views

Optimization Question about Singleton [closed]

I am using Unity with c#. I have two objects and one needs to call a function from the other which is a Singleton. For this I have two solutions. But what's the best thing to do : - Call for : ...
13
votes
4answers
1k views

Optimizing collision engine bottleneck

If this is your first time on this question, I suggest reading the pre-update part below first, then this part. Here's a synthesis of the problem, though: Basically, I have a collision detection ...
8
votes
1answer
553 views

GL ES: Fragment shader optimization

Summary: I get FPS slowdown as soon as I try to tint the sprites (i.e: multiply texture with color in the fragment shader) Details: Hardware: iPod touch 4 I am drawing 700 sprites on the screen ...
1
vote
1answer
128 views

Performance tracking/monitoring in games [closed]

Let's say I have an online game with a downloadable client / browser plugin. I want to track performance of my software and automatically send summary to the server. Let it be fps, latency, load time, ...
1
vote
2answers
155 views

What calls trigger a new batch?

I am finding my project is starting to show performance degradation and I need to optimize it. The answer to my previous question and this presentation from NVidia have helped greatly in understanding ...
5
votes
2answers
2k 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 ...
3
votes
3answers
2k views

Object pools for efficient resource management

How can I avoid using default new() to create each object? My previous demo had very unpleasant framerate hiccups during dynamic memory allocations (usually, when arrays are resized), and creating ...
3
votes
2answers
984 views

Which is worst: Too many VertexShader instructions, or FragmentShader instructions?

I want to have a better understanding of how to create shaders with optimal performance and realize where some bottlenecks can occur. Is it usually favorable (when possible) to delegate most of the ...
10
votes
1answer
1k views

Is precomputed pathfinding still relevant?

Context Old Lucas Arts (ScummVM era) point and click graphic adventure games used precomputed pathfinding. Here's a rough outline of the technique. Step 1 The floor in each room was divided into ...
3
votes
2answers
3k views

OpenGL VBOs are slower then glDrawArrays

So, this seems odd to me. I upload a large buffer of vertices, then every frame I call glBindbuffer and then the appropriate gl*Pointer functions with offsets into the buffer, then I use glDrawArrays ...
1
vote
5answers
1k views

OpenGL Performance Questions

This subject, as with any optimisation problem, gets hit on a lot, but I just couldn't find what I (think) I want. A lot of tutorials, and even SO questions have similar tips; generally covering: ...
12
votes
2answers
2k views

“Optimal” game loop for 2D side-scroller

Is it possible to describe an "optimal" (in terms of performance) layout for a 2D side-scroller's game loop? In this context the "game loop" takes user input, updates the states of game objects and ...
10
votes
3answers
7k views

Rendering performance for Flash games

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 ...