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

0
votes
2answers
64 views

Improving the performance of smooth movement up and down

I would like to achieve a smooth movement of a game object up and down. The way I have always seen this done is via a sine wave, and adding the value of y for a specified X to the game objects value ...
0
votes
1answer
194 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
164 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
437 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
26 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
105 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
552 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
89 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
391 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
456 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
96 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
84 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 ...
11
votes
5answers
2k views

Python Performance vs Game Maker [closed]

I was originally thinking of creating a game with Python and SFML. I understand Python is slow compared to C++, but how is it compared to Game Maker? The main reason I ask is I recently played a Game ...
0
votes
2answers
236 views

Batching elements

I don't understand exactly how batching works. What I have understood: Batching is useful to regroup similar elements together and draw them in one draw call (performance++), currently drawing an ...
1
vote
1answer
46 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 ...
1
vote
1answer
335 views

iOS: OpenGL ES 2.0 render texture with glScissor performance

I have drawn image with OpenGL and will redraw tile of its texture (non filled area). Which case will work faster? Set glViewport with full texture's rect, draw full texture and use glScissor ...
10
votes
1answer
1k views

Information about rendering, batches, the graphical card, performance etc. + XNA?

I know the title is a bit vague but it's hard to describe what I'm really looking for, but here goes. When it comes to CPU rendering, performance is mostly easy to estimate and straightforward, but ...
5
votes
1answer
294 views

Per frame: Many draw calls with fewer total vertices vs fewer draw calls with more total vertices?

Is there any chance draw calls like XNA's Graphics.DrawIndexedPrimitives has an extremely low overhead and performance issues are more than likely due to the complexity of the meshes? If I had a ...
6
votes
0answers
165 views

OpenGL profiling with AMD PerfStudio 2 [closed]

I'm rendering just a really small amount of polygons for my UI but however I still tried to increase the FPS. In the end I removed redundant calls which increased the FPS. I really don't want to lose ...
1
vote
2answers
127 views

Improving performance of perlin/simplex noise calculations

I'm using perlin noise to calculate different values for 3d block-world terrain. I calc roughly six (at most) noise values for various terrain features for every 4 blocks in a chunk. The missing ...
0
votes
1answer
39 views

Check every body's position and delete or not (box2d performance specific)

I have a simple game with a platform (a ground that's not infinitely long). During the game I have about 10-30 balls on average that'll fall off the platform. There's gravity so I think they'll keep ...
3
votes
2answers
636 views

Vertex buffers - interleaved or separate? [closed]

Interleaved - all vertex data (position, normal, texcoord...) kept in 1 vertex buffer, separate - each vertex attribute is kept in a separate vertex buffer (1 for positions, 1 for normals...). I know ...
1
vote
0answers
228 views

Monogame is not using GPU? [closed]

I have the following code in Draw loop: for (int i = 0; i < 512; i++) { for (int j = 0; j < 512; j++) { spriteBatch.Draw(Textures.Grass, ...
1
vote
3answers
191 views

Is it possible to gain performance by omitting vertex normals in the GPU pipe?

I am working on a rendering problem where I want to render as many raw triangles to the screen as I can with either OpenGL or DirectX with the absolute fastest performance possible. I wondered about ...
4
votes
2answers
991 views

Small, High-Speed Object Collisions: Avoiding Tunneling

EDIT/UPDATE: My biggest question right now is whether step 3's "t=..." equation is a good idea or there a better way to do it. Most other issues have been partially or fully addressed, but no ...
6
votes
1answer
1k views

Implementing algorithms via compute shaders vs. pipeline shaders

With the availability of compute shaders for both DirectX and OpenGL it's now possible to implement many algorithms without going through the rasterization pipeline and instead use general purpose ...
4
votes
1answer
228 views

Drawing different per-pixel data on the screen

I want to draw different per-pixel data on the screen, where each pixel has a specific value according to my needs. An example may be a random noise pattern where each pixel is randomly generated. ...
12
votes
2answers
1k views

Speeding up procedural texture generation

Recently I've begun working on a game that takes place in a procedurally generated solar system. After a bit of a learning curve (having neither worked with Scala, OpenGL 2 ES or Libgdx before), I ...
1
vote
2answers
166 views

Input of mouseclick not always registered in XNA Update method

I have a problem that not all inputs of my mouse events seem to be registered. The update logic is checking a 2 dimensional array of 10x10 . It's logic for a jewel matching game. So when i switch my ...
8
votes
1answer
294 views

Fast lighting with multiple lights

How can I implement fast lighting with multiple lights? I don't want to restrain the player, he can place an unlimited number and possibly overlapping (point) lights into the level. The problem is ...
0
votes
1answer
135 views

Timing Calculations for Opengl ES 2.0 draw calls

I am drawing a cube in OpenGL ES 2.0 in Linux. I am calculating the time taken for each frame using below function #define NANO 1000000000 #define NANO_TO_MICRO(x) ((x)/1000) uint64_t getTick() { ...
2
votes
1answer
154 views

Why is there high performance hit with many meshes?

I am currently reading upon Geometry Instancing, as I want to render a lot of animatable objects on the screen. However I have come to a more fundamental question first: Why do I even need to use it? ...
0
votes
1answer
707 views

Directional light causes an FPS drop

I have only one object in the scene and it is lit with a directional light. It uses the mobile/diffuse shader. The issue is that on iPhone 4 the FPS drops from ~42FPS to ~11FPS when the directional ...
3
votes
1answer
449 views

Alpha Blending performance on IOS

I've got few questions without responses about my game development, can you help me? Here is the questions: In my game when a large object appear on the screen, the GPU go to his limits, my ...
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 ...
0
votes
0answers
122 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
282 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
159 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
215 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
337 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
74 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
338 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
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 ...
1
vote
2answers
458 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
178 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
655 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
223 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
211 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 ...