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
votes
1answer
87 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 ...
1
vote
2answers
157 views

How can I render extremely large models?

I'm trying to build a game in Unity similar to the game Kerbal Space Program where there are large celestial bodies that the player can orbit. I'm running into a few problems though. My first issue is ...
0
votes
0answers
30 views

How should I go about scripting voxel behavior?

I'm trying to add scripting to my voxel application. The scripts are meant to define blocks and their behaviors. However, this also means I must have unique data for each block since the script is ...
6
votes
1answer
962 views

How to occlude lights in Unity3D?

First off, I own Unity Pro. I've been looking in to occluding lights when they aren't being viewed for a while now to improve performance. The main methods I ran in to were using BecameVisible() and ...
0
votes
2answers
100 views

Game lags when my player collides with a specific object (solution known, unsure how to implement)

I'm developing a game in Android using LibGDX (although this is more of a JAVA problem than an engine problem). My aim is to have my player bounce off one spring onto another that will eventually take ...
0
votes
2answers
41 views

Efficient Collisions Iteration?

My project has upwards of 3000 2D objects but not all of them collide with each other. Between each object that can collide, a CollisionPair is created and stored inside a flattened array. Currently, ...
2
votes
1answer
74 views

Evil Genius styled building system

I'm currently playing around with a base builder/manager-esque type of game similar to Evil Genius. To build a room I would like to have the following process: 1. Select room type 2. Click and hold ...
0
votes
1answer
79 views

Using Java on mobile, should I avoid object construction to reduce GC overhead?

I new to both Java and game development and working on my first LibGDX game targeting mobile systems. How problematic is the garbage collector in a mobile environment? Should I try to reuse as many ...
0
votes
1answer
31 views

FLOP / pixel ratio in modern games [on hold]

From this image I deduce that for modern games you need around 20 kFLOP / pixel for rendering purposes. Where does this number come from? Has it always been the same? How will it change in the future ...
0
votes
2answers
151 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 ...
2
votes
2answers
83 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 ?
0
votes
0answers
20 views

Sprites power of 2 are better? [duplicate]

I was starting a Unity project, and wanted to have tilesets of 20x20, but the graphic designer mentioned that tiles like 8x8 or 16x16 are better, because it being power of 2. I asked what was the ...
0
votes
1answer
109 views

CPU Usage and Available Ram in Unity 5

In Unity 5 I would like to be able to print out the CPU Usage and Available Ram left in MB. I followed the code posted on http://zamov.online.fr/EXHTML/CSharp/CSharp_927308.html and used it, however ...
12
votes
1answer
626 views

How can I stop Substance's runtime texture caching?

Procedural textures with the Substance Engine seem to update very quickly if you turn off caching, modify one exposed variable at a time, modify it frequently, and even then only after you've ...
0
votes
1answer
61 views

Efficient modification of Texture2D at runtime for a 2D painting game in Unity3D

I have spent some time looking for different solutions to be implemented in a mobile painting game I'm creating. At this time, everything is working but I have some serious performance problems on ...
2
votes
1answer
78 views

Collaborative Diffusion vs. A* for loose armies combat: any clear winner?

Collaborative Diffusion (CD) takes a lot of the work that A* does and combines (writes) it cheaply for multiple agents to read cheaply. This is because the majority of CD's processing works via a ...
2
votes
1answer
179 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 ...
1
vote
1answer
99 views

OpenGL - Buffer Usage

I am currently working on a little OpenGL project. At the moment I am trying to find a good solution for rendering multiple objects. I have set up a terrain with its own buffers, which works just ...
1
vote
0answers
20 views

Bullet btGImpactCollisionAlgorithm

I have a question about Bullet and in particular GImpact. When, the collisiontestpair(a, b) is called where GImpact pair check algo will be called on the btGImpactMeshShape, does it do a AABB tree ...
-1
votes
1answer
57 views

Are the prefabs stored in RAM or in the Hard disk? (Unity3D)

I have many prefabs objects (65 MB) in an Unity3D project. My game use 100 different levels with combinations of the prefab objects. What is better create 100 scenes or create only one scene where ...
8
votes
3answers
984 views

Grouping entities of the same component set into linear memory

We start from the basic systems-components-entities approach. Let's create assemblages (term derived from this article) merely out of information about types of components. It is done dynamically at ...
-3
votes
1answer
151 views

Performance of programming languages and frameworks [closed]

I want to program an online 2D MMORPG with graphics like in this game. Since I develop in javascript and python mainly I chose python for my first games and the game library pygame which is pretty ...
0
votes
0answers
25 views

Performance and HotSpots

Usually, when discussing on performance in games, cache misses and localities come like the real problem. But i feel like videogames are too focus optimization in that way. For example, the author of ...
1
vote
1answer
95 views

Bad performance using VBO with OpenGL ES in Android

I'm making an Android app and I need to draw some polygons using OpenGL ES. I'm able to render them but I'm disappointed with performance. I updated the code to use VBO but I didn't notice any ...
0
votes
0answers
40 views

Should I handle mobile collision from the mob or projectile? [duplicate]

I have a fast tile collision setup and quadtrees for collision between mobile entities. I have been back and forth in my other games for if I handle projectile-mob collisions in player or mob ...
4
votes
5answers
317 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 ...
1
vote
0answers
39 views

Browser game - small models with tileable textures vs one big model and one big texture

I am few years behind in terms of browser capabilities. I plan to combine 3D with pixel art, and I am going to use Unity to make a browser based game. I have made a stage that is one model and has ...
1
vote
0answers
118 views

Accessing variables from non-neighbouring classes specifically in game development (Android) [closed]

Edit Using direct access while breaking the law of demeter looks like this: res.sprite.drawQuad(res.sprite.xScreen,res.sprite.yScreen, mMVPMatrix); Using proxy methods / getters / setter looks ...
3
votes
1answer
277 views

Recurring stalls in SwapBuffer

I am currently doing measurements on a test scene implemented in OpenGL 4.5 with different "setups". I noticed that in case I have a very high amount of FPS (1550 in this specific case), SwapBuffer ...
58
votes
7answers
16k views

How many threads should I have, and for what?

Should I have separate threads for rendering and logic, or even more? I'm aware of the immense performance drop caused by data synchronization (let alone any mutex locks). I've been thinking of ...
4
votes
2answers
130 views

How many LoD versions of a model should I have? [closed]

Many games facilitate better performance by increasing/decreasing the number of triangles/polygons that are drawn, depending on how close the camera is to said object. Mountains, viewed from far away, ...
1
vote
1answer
203 views

How to achieve best performance in DirectX 9.0 while rendering on multiple monitors?

I have read this article, and I am making use of some pixel shaders to achieve some effects. At most four shader effects can be applied at same time. What are the best practices to achieve best ...
0
votes
2answers
103 views

Why are games locked at a certain frame per second?

A lot of PC games are locked at 60 frames per second. I know that this is because a high frame rate can cause glitches/bug in a game and mess up the physics but is there another reason? Should anyone ...
0
votes
1answer
612 views

In Monogame, why is multiple tile drawing slow when rendering in “windowed fullscreen”?

I have this drawing function (recommended as a solution here). It draws tiles on the whole window with no problem but my game slows down to ~30fps after maximizing it to "windowed fullscreen", which ...
1
vote
1answer
95 views

Polygons requirement on mobile devices, around 3000 vertices?

I read on the unity documentation that a character should be between 300 to 1500 "polygons" on mobile devices to have good results. In Blender, we have "tris" or "faces", does "polygon" stand for the ...
8
votes
1answer
1k views

How to efficiently render a large terrain mesh?

Recently I've been stuck on a problem thinking about the best way to generate a terrain into my game. In another projects I normally used heightmaps, so all the core-work was based on the engine used, ...
0
votes
1answer
85 views

SFML drawing Tiles low fps

int main() { sf::RenderWindow window(sf::VideoMode(800, 800), "SFML works!"); sf::VertexArray Tquad(sf::Quads, 40*40*4); int size{ 20 }; int width{ 40 }; for (int x = 0; x < width; x++) { for ...
0
votes
1answer
71 views

How should I improve my game world? [closed]

I'm in the process of teaching myself game development, and I'm trying to learn 3D, and started on a basic 3D game. The actual problem I've encountered is with level design, I'm using cubes all over ...
0
votes
1answer
47 views

Should I worry about variable time step for simple mobile 2d game

After going through some articles on framerate independent game design, i found that its not an easy task to implement in variable time steps(it is difficult compared to fixed frame rate, and ...
2
votes
2answers
182 views

How does a loop work in game engines? [duplicate]

Recently I started working on a game with the spritekit engine. My question is not about spritekit in specific though, but generally about game engines. When I write a loop and run it (eg while i ...
1
vote
2answers
62 views

Is there a difference in the time taken to load one texture instead of many?

Is there a difference in the loading time of 16 256*256 textures versus a single 1024*1024 texture? Specifically for level loading time?
0
votes
0answers
35 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 ...
37
votes
7answers
6k views

What are the performance difference between unsigned and signed integers? [closed]

I am aware of the performance hit when mixing signed ints with floats. Is it any worse to mix unsigned ints with floats? Is there any hit when mixing signed/unsigned without floats? Do the ...
1
vote
0answers
76 views

Unity sprites are no longer batched after the object rotates/moves

With Unity 5 and access to the profiler, I'm running our game through some stress tests so I can find where our performance issues are. While testing having 1024 units on the screen with 4 selection ...
0
votes
3answers
297 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 ...
7
votes
3answers
3k 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 ...
2
votes
1answer
292 views

When should I load assets for optimal performance?

I'm writing a game using LWJGL and Java, and was wondering if there were best practices for when to load resources. I have seen examples that load all resources when initializing the game (XNA), ones ...
0
votes
1answer
216 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 ...
2
votes
1answer
132 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 ...
0
votes
0answers
36 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 ...