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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4
votes
1answer
137 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 ...
0
votes
0answers
108 views

Rendering tile maps for mobile devices

Hitting a bit of a roadblock with my game's development and I'm just looking for some outside advice. I'm trying to render a tilemap for my mobile game (Android) and I'm using LibGDX. Now, here's ...
2
votes
2answers
230 views

Confusion about systems implementation of ECS

For reference I am mostly imitating the architecture in this tutorial, the "Entity System" section: http://www.raywenderlich.com/24878/introduction-to-component-based-architecture-in-games NOTE: the ...
3
votes
1answer
156 views

Controlling Constantly Running AIs

So, I'm not really sure where to start with this question. Feel free to tell me I'm stupid and Off Topic but I'd also like you to tell me why. So, the maps in the game I am designing will consist of ...
-1
votes
1answer
168 views

Game Engine Design for the LWJGL [closed]

I'm about to begin on the engine for the game I am making. However, I am quite uncertain how I should design it. I have heard lots about threaded games, component and asynchronous systems. I'm ...
0
votes
4answers
308 views

HTML5 Jump and Run Game Performance issues

we're developing a HTML5/Javascript jump and run game and therefore we have developed our own gameframework. It consists of following most important structures: Stage/Scene/Layer: divs ...
-1
votes
1answer
67 views

Creating and drawing models efficiently

As I am learning the basics of game programming (in xna), I want to start creating simple 3d models and draw them (I'm already able to draw, control and animate them). I want to create the following: ...
3
votes
1answer
304 views

Javascript tile map -> bitmap or JSON

I would like to know which idea is better in terms of performance. The map is 5000x5000 tiles and I plan to expand it even more. It is split into 50x50 regions and camera doesn't move with player, ...
1
vote
3answers
266 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 ...
1
vote
2answers
273 views

OpenGL ES - DrawCalls count - bottleneck?

I am newbie to OpenGL ES (so far, I used mainly DX11). Now for my scene, I have about 100 draw calls. I can use instancing, but only about half of objects can be instanced, so draw calls count would ...
-1
votes
1answer
135 views

OpenGL: How to map textures to geometry without using filter parameters

following my another question I have studied in the documentations that I should use this procedure : Define the texture filter parameters. This will control what happens when a texture is scaled ...
5
votes
2answers
491 views

How do collision meshes work in games like Zelda on the N64?

I was recently reading about the technology of Ocarina of Time/Majoras Mask and discovered that world collision is done using a single triangle mesh (vertices, normals, etc) for an entire area. There ...
3
votes
4answers
2k views

IOS OpenGl transparency performance issue

I have built a game in Unity that uses OpenGL ES 1.1 for IOS. I have a nice constant frame rate of 30 until i place a semi transparent texture over the top on my entire scene. I expect the drop in ...
1
vote
1answer
172 views

Batching and performances

I'm trying to understand batching and I'm not sure to understand how to do that, can I have more informations please? Here is what I found for the moment: Batching informations There is many types ...
4
votes
1answer
184 views

What is faster — full size with AA or reduced to screen size with no AA?

I wonder what is less expensive resource-wise: Drawing a usual modern 3D game scene with some geometry at 100% scale, with some AA; Drawing a downscaled scene (to fit the screen, but originally a ...
1
vote
1answer
70 views

Locating point on a closed path to maximize sum of distances to a sample of weighted points

I'm doing AI for a simple puzzled game and need to solve the following problem efficiently (less than 1 sec for the range specified since I need to do many iterations in a game). A sample of N (1 ...
-2
votes
1answer
153 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 : ...
3
votes
2answers
217 views

Reducing overdraw cost: does triangle ordering matter?

I'm working on a project with procedural geometry, and will potentially have lots of opaque faces overlapping within the same model. Imagine an onion's layers. My understanding is it is better to draw ...
3
votes
2answers
473 views

How to implement an event system

Im trying to implement an Event System for a game, where there are classes that can fire or handle an event wheter or not they implement these interfaces: public interface IGameEvent<T> where T ...
0
votes
3answers
58 views

Blender and the smoothing effect

I just started using blender again and I'd like to know if smoothing your model out adds a performance hit to your game? By smoothing I mean when you hit ctrl+X (number from 1-9). The number of ...
8
votes
3answers
662 views

Grouping entities of the same component template to linear containers

EDIT: Looks like people are actually doing this! http://www.randygaul.net/2013/05/20/component-based-engine-design/ Another example of using this data accesing pattern. I've done a lot of research ...
5
votes
4answers
731 views

Do associative array data structures have a place in game development?

Is it a bad idea to use a map data structure (an associative array or dictionary) in game development? According to this flowchart, the ideal container for storing game object's container would ...
2
votes
3answers
156 views

Is creating vertex/index buffer optimized this way?

I have some vertices in an array from which I create a vertex buffer. Let's say I have vertices: v1, v2, v3, v4 I use indices: 0, 1, 2, 3 Is there any performance impact if I change the indices ...
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 ...
1
vote
1answer
448 views

Voxel Performance

So Im trying to make a minecraft style voxel game to learn OpenGL, but Im running into performance issues. I found this thread : http://stackoverflow.com/questions/4995652/3d-occlusion-culling where ...
1
vote
1answer
120 views

Determining explosion radius damage - Circle to Rectangle 2D

One of the Cocos2D games I am working on has circular explosion effects. These explosion effects need to deal a percentage of their set maximum damage to all game characters (represented by ...
3
votes
2answers
893 views

Improving performance of a particle system (OpenGL ES)

I'm in the process of implementing a simple particle system for a 2D mobile game (using OpenGL ES 2.0). It's working, but it's pretty slow. I start getting frame rate battering after about 400 ...
6
votes
1answer
207 views

Best way to determine surface normal for a group of pixels?

One of my current endeavors is creating a 2D destructible terrain engine for iOS Cocos2D (See https://github.com/crebstar/PWNDestructibleTerrain ). It is in an infant stages no doubt, but I have made ...
3
votes
2answers
142 views

Spritesheet filesize gets huge after compiling

I have a 14x2 spritesheet which has 125 Kb in raw .png. But as soon as I compile that to .xnb, it mutates to 4 MB. So my question is: Why is that? And how can I fix that?
3
votes
2answers
276 views

What would be the most simple following target and neighbors avoidance algorithm in 2D space on plane?

I have ~20 or more enemies and they need to follow a target and avoid to go on top of themselves. I mean follow a target and avoid to collide with each other. Area, on which they are walking, is just ...
0
votes
1answer
88 views

Displaying performance data per engine subsystem

Our game (Android based) traces how long it takes to do the world logic updates, and how long it takes to a render a frame to the device screen. These traces are collected every frame, and displayed ...
1
vote
2answers
178 views

Throttling MonoGame actions (explosions, sounds, etc)

I'm trying to find a way to deal with throttling/managing actions that need to happen on a regular (regulated) basis. Right now, if I want to throttle an "action" in MonoGame I need to setup a ...
1
vote
2answers
219 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 am ...
3
votes
1answer
192 views

Using a switch command in one shader vs multiple shaders

If you have multiple shaders, could you instead of switching between shaders all the time just have one shader with a switch and each case will send you along to another shader function which you ...
2
votes
1answer
185 views

What is the interval of fragment-shader code execution?

Without any intended delay, is the code of a fragment-shader run once per frame? If not, how often will the code be executed? (I'm new to shaders: I'm talking about glsl if it makes any difference)
2
votes
2answers
161 views

How to load up many images without using too much memory

When writing games, I am aware that images take up a lot of space. If one has a large graphical game, they don't want problems with memory, or to give players the message "Go buy a better computer to ...
6
votes
1answer
255 views

How to find the bottleneck in a typical OpenGL game?

I am working on a little game engine. All major features are implemented yet, despite game logic which I assume not to be such a computational effort. The framerate is at least around 40 FPS, most of ...
8
votes
5answers
4k views

Designing a flexible tile-based engine

I'm trying to create a flexible tile-based game engine to make all sorts of non-realtime puzzle games, just as Bejeweled, Civilization, Sokoban, and so on. The first approach I had was to have a 2D ...
2
votes
1answer
730 views

Drawing a textured triangle with CPU instead of GPU

I understand the benefits of GPU rendering and such, but for a certain limited application I need to render textured triangles purely using CPU. I've built a 3D engine capable of object handling, ...
1
vote
0answers
94 views

Non-smooth noise with optimal performance?

Any suggestions on how to get more 'jagged' results like linear interpolation gives with value noise using a faster algorithm concept like simplex noise? Simplex noise I haven't spent enough time ...
10
votes
4answers
9k views

Preferred way to render text in OpenGL

I'm about to pick up computer graphics once again for an university project. For a previous project I used a library called FTGL that didn't leave me quite satisfied as it felt kind of heavy (I tried ...
2
votes
1answer
97 views

What's a good way to distribute delayable tasks between frames to avoid lost frames?

I'm having a problem with finding a good way to keep the framerate high and at the same time keep running methods of game world update. I figured I could just put those methods in a thread so they are ...
7
votes
1answer
387 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
0answers
83 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
2answers
968 views

OpenGL ES 2.0: 2D game rendering, no performance gain with glDraw call batching

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: ...
5
votes
2answers
1k views

Implementing fog of war in opengl es 2.0 game

Hi game development community, this is my first question here! ;) I'm developing a tactics/strategy real time android game and I've been wondering for some time what's the best way to implement an ...
0
votes
1answer
287 views

Drawing more that one quad with only one glDrawArray call…?

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 ...
1
vote
1answer
324 views

pygame performance issues

I'm trying to make a tactics game using python and the infamous pygame library. I use threading for networking and pathfinding. The game uses a p2p lockstep architecture, with one of the players ...
2
votes
2answers
339 views

poor performance with kinect sdk and xna (color stream)

I'm trying to make an augmented reality game for advertisement, using the kinect sdk 1.6 and xna 4.0. I need to use the color image format rgb 1280X960, in spite of the fact that it runs at 12fps, ...
3
votes
2answers
568 views

Stronger Hack-proof MMO Game Comparison: Game Client Based Vs. Via Web Browser [duplicate]

I was wondering. I observed most of any MMO that are hack-prone area. Hacks used one-hit kills, stealing accounts, instant level up, aimbots (mostly MMOFPS), and questionable wallers (also in MMOFPS). ...