I'm currently building a windows phone 8 game with unity, having 111 (no more no less) sprites being updated each frames. I have a strong overhead in the profiler (70% to 90% minimum) I tried the ...
I just did a small benchmark. To my surprise batching sprites into a single draw call doesn't give any significant performance boost. Following are my results: Hardware: iPod touch 4 Extra info: ...
I know when I did some game development with XNA they recommended that we try to group are sprites into fewer sheets because the graphic card could process it faster. Does this also apply to web based ...
Edit After initially thinking that my sprite batch test was faster than calling each sprite individually, it appears that is not the case!! :-( With a single set of GL calls for a each sprite, I can ...
I realize this is a variation on what has got to be a common question, but after reading several (good answers) I'm no closer to a solution here. So here's my situation: I'm making a 2D game which ...
I'm developing an android game, where the enemies are geometrical shapes. Performance is a main goal for me so I was wondering if defining shapes directly in OpenGL would be more efficient than using ...
I am developing a sprite based 2D game for mobile platform(s) and I'm using OpenGL (well, actually Irrlicht) to render graphics. First I implemented sprite rendering in a simple way: every game object ...
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 ...