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.

learn more… | top users | synonyms

7
votes
1answer
176 views

Slow uniform array in shader causing FPS drop

I'm trying to use an uniform array of matrices in my compute shader. However, it's really slow. I've narrowed it down to this lines of code: uniform mat4 someMatrixArray[64]; ... vec4 result = ...
5
votes
1answer
824 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 ...
1
vote
0answers
107 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
votes
1answer
200 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, ...
1
vote
2answers
301 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 ...
6
votes
2answers
206 views

Timestep schemes for physics simulations

The operations used for stepping a physics simulation are most commonly: Integrate velocity and position Collision detection and resolution Contact resolution (in advanced cases) A while ago I ...
2
votes
1answer
114 views

Best practice for organizing the physics of objects?

Apologies because this is a long post and I am inexperienced. I would really appreciate the input from some experienced developers. These are my two goals for this project: To learn the best ...
1
vote
1answer
83 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 ...
4
votes
2answers
3k views

Use a SQL Database for a Desktop Game

Developing a Game Engine I am planning a computer game and its engine. There will be a 3 dimensional world with first person view and it will be single player for now. The programming language is C++ ...
8
votes
1answer
138 views

How can I profile the speed of my vertex and fragment shaders separately?

I'd like to know how I can check to see if either my vertex or my fragment shader is a bottleneck in my rendering pipeline. I've read about using glQueryCounter with the GL_TIMESTAMP target to get ...
0
votes
0answers
50 views

How to I coordinate a camera with the eyes of a model?

I am currently working on an FPS in XNA and I wanted to know how I would position the camera at the eyes of the model and whenever the model rotated or moved it's head (where the eyes are), the camera ...
0
votes
0answers
21 views

Manual occlusion culling with glDrawElements [duplicate]

How should I go about doing occlusion culling with glDrawElements? I am dealing with voxel-like terrain. I want to avoid drawing the faces that are facing another block. I just don't know how to ...
2
votes
1answer
652 views

Drawing and scrolling very large zoomed tilemaps

I've been working on my game editor and doing some performance tests. In the meantime I realized that my editors performance goes significant down if I draw a large map and zoom it. 100% zoom = 112 ...
1
vote
1answer
178 views

Multithreading issues - Frame skips [closed]

So I am trying to multithread a Voxel engine in C# made with Sharpdx and I am having a few issues: This is the class I have : #region using System.Collections.Concurrent; using ...
1
vote
1answer
109 views

How can I can I reduce the write load on a database for an MMO?

I am considering using MySQL as a database for storing the character states or the world for that matter. The thing is if I will save the character data on an interval, thus giving rest to the mysql ...
2
votes
3answers
2k views

Polygons vs sprites rendering performance in Unity for windows phone 8

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 ...
7
votes
2answers
927 views

Java single Array best choice for accessing pixels for manipulation?

I am just watching this tutorial https://www.youtube.com/watch?v=HwUnMy_pR6A and the guy (who seems to be pretty competent) is using a single array to store and access the pixels of his to-be-rendered ...
3
votes
1answer
307 views

storing user data for rpg

I'm creating a single player Web rpg that will store a decent amount of information about the player, items, map, npcs, etc. I have been developing html5, javascript, php, and the mysql database ...
1
vote
2answers
289 views

Optimize DOM game performance

I am working on a game developed on DOM using Crafty JS framework, and Greensock GSAP JS (http://www.greensock.com/gsap-js/) for animations. It is my first time working with these technologies. I ...
3
votes
2answers
312 views

How can I improve my collision detection's performance?

I'm new to programming and want to speed up the collision detection in my C++ 2D platformer game engine. Currently, only the player's collision detection works: Every frame, the player's update ...
1
vote
1answer
135 views

Can I use a list sorted by Morton Code for broad phase collision detection?

Until now I used a list of objects sorted by a single axis for limiting the amount of objects that collisions are checked against. The idea is simple: if the x coordinate of two objects differs by ...
1
vote
0answers
151 views

Theoretically, If GPUs were equipped with faster memory access, how would that impact game development? [closed]

According to NVIDIA memory access time will no longer cost a noticeable overhead. Regardless if it's true or not, I would like to know: How it would affect games in practice? How will it translate ...
3
votes
0answers
91 views

SVG—rendering performance

I have created a jump'n'run browser-game based on SVG. The »World« grew large (~80px * ~20000px, before scaled to viewport height) and rendering went slow. In consequence I included a range searching ...
4
votes
1answer
764 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, ...
2
votes
4answers
583 views

Why is anti-aliasing so slow?

I have always asked myself this, especially about x4 or x8 anti-aliasing. It seems that over the years, the algorithm has remained the same but needs more power than before due to improved game ...
1
vote
2answers
1k views

HTLM5 canvas game (easeljs) slow peformance on ipad (ios7) with phonegap

I have developed a game with easeljs for HTML5 Canvas. the game is a single HTML5 page with canvas and a lot of javascript. All this time I tested the app on iOS Safari (iPad3 iOS7) with 40~50 fps ...
1
vote
0answers
75 views

Storing rigid body collision shapes in local or world coordinates

I'm writing the beginnings of a lightweight 2d rigid body engine (in javascript, as a hobby project), and i'm debating whether to store collision shapes in local or in (updated as needed) world ...
0
votes
0answers
106 views

How can I avoid overdraw-related performance issues with alpha blending on mobile platforms?

I'm developing a mobile game using Unity3D. I'm evaluating different methods to give the possibility to the artists of customizing the environment. They need to add some static dirty on the walls and ...
4
votes
0answers
709 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 ...
2
votes
1answer
327 views

Is ArrayLists so slow that it is doomed to kill performance in Unity?

I was reading Which Kind Of Array Or Collection Should I Use? The document states to use list for the most performance. "...They are the fastest array in unity. For this reason, built-in arrays ...
2
votes
2answers
262 views

Poor mobile performance when running from Eclipse

So after weeks of thinking my rendering code was bad, I accidentally discovered the following: Running my game on a Nexus S From Eclipse (Debug as -> Android application): 12fps From the device ...
2
votes
1answer
129 views

What's the difference between Textures and VertexTextures in XNA?

The GraphicsDevice class of XNA has the properties Textures and VertexTextures. What is the exact difference? I don't really understand what MSDN tells me about this. I usually use Effect parameters ...
2
votes
1answer
130 views

Should I store ads in the background or recreate them every time I need them?

I am developing an XNA game for Windows Phone 7 and 8. The game is level-based. After finishing each level a screen comes up with a bit of stats summary. I wish to embed an ad in this screen, on which ...
7
votes
2answers
2k views

Voxel Face Crawling (Mesh simplification, possibly using greedy)

Edit: This is just for my own learning experience, it is NOT for performance reasons that I ask this question. This is in regards to a Minecraft-like terrain engine. I store blocks in chunks ...
3
votes
2answers
385 views

How can I access bitmaps created in another activity?

I am currently loading my game bitmaps when the user presses 'start' in my animated splash screen activity (the first / launch activity) and the app progresses from my this activity to the main game ...
1
vote
1answer
165 views

Slow Update to improve performance?

For my enemy AI, I only need decision making to be done every second or every half second. Would it make a meaningful difference if I didn't run the analyzing method in the Update, but rather invoked ...
2
votes
1answer
287 views

When one should use events in Unity and how they impact performance?

let's say that inside an OnGUI() script we want to call a method from another script to handle a particular situation. From a prestational point of view, what's the difference between these 3 ...
4
votes
2answers
447 views

Is Batching Geometry Every Frame Always Slower Than Individual Draw Calls

I'm currently have an application that has ~10k draw calls. I implemented a batching scheme where I group all objects that share material, vertex format, etc and pre-transform them by their world ...
0
votes
1answer
222 views

Opengl binding shaders vs binding buffers performance

Quick question for an opengl guru, I'm in the process of building a render queue and can either reduce the number of shader binding or the number of vertex buffer binding. I just want to know which ...
1
vote
3answers
175 views

Should I use object references or integral values to store pieces in a chess board?

just a general question regarding a checkers project. I built a class hierarchy for the game pieces (that could be extended for chess etc). The hierarchy looks something like interface GamePiece() ...
2
votes
4answers
547 views

Can sprite sheet width and height affect performance?

Is there any performance difference in the way the images are placed inside a sprite sheet image (for the same total area)? For example, should I place 50 sprites (50x50 each) in a linear way ...
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 ...
0
votes
0answers
27 views

How can I handle collision detection between many objects efficiently? [duplicate]

I have made a game that runs poorly. I suspect that the way that I programmed the collision detection in the game loop could be the problem. My game has two player-controlled tanks which fire ...
0
votes
1answer
110 views

What coding issues can be significant in damaging the performance of a game? [closed]

I have just finished a 2D game in Java that I've been working on for a while. I found that on some computers it runs fine, and on others (which are not particularly slow in general), the game runs a ...
0
votes
1answer
928 views

Websocket server thread per connection

I'm creating an html5 multiplayer game and am looking at how to create a websocket server. I've been looking at various libraries and one thing I noticed is that each one will create a new thread for ...
0
votes
2answers
150 views

JOGL runs extremely slow from a jar file on other machines.

I am currently messing around with JOGL and JBullet, with some success. I'd like to share what I've created with my friends. I created a jar file and a .bat to open it with the argument ...
4
votes
2answers
419 views

Why are we not using integers in game physics?

We can use integer for game physics (or without physics, simply object representation): mass, position and rotation, where the integers represent, for example, the number of milligrams, millimeters or ...
6
votes
2answers
853 views

Fixed Function vs Programmable Pipeline performance with many batches

In OpenGL 2.0 I can easily make 10,000 draw calls per frame (with state changes in between each call). However, if i try to do this in either OpenGL ES 2.0 or DirectX9 with shaders, my peformance is ...
0
votes
1answer
112 views

XNA DepthBias increases performance even when EarlyZ is turned off. Why?

My 3d scene consists of three main polygons: The first and the second polygons overlap each other (have the same World matrix and use the same geometry), the third one is perpendicular to the first ...
1
vote
3answers
92 views

Entity System Texture Rendering Performance Java

I use Artemis and LibGDX. I have the following two components which manipulate a texture: ComponentTexture // Stores the texture ComponentSource // Define a region for the texture, that will only be ...