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.
1
vote
1answer
85 views
Animate multiple entities
I'm trying to animate multiple(3) entities using one model(IQM format).
It's working but performance is really bad because I'm calling animate function for each entity in my game loop (I think ...
2
votes
2answers
580 views
HTML5 - Does it have the power to handle a large 2D game with a huge world? [closed]
I have been using XNA game studio, but due to private reasons (as well as the ability to publish anywhere & my heavy interest in isogenic engine), I would like to switch to HTML5.
However, I have ...
1
vote
2answers
111 views
How to efficiently map tokens to code in a script interpreter?
I'm writing an interpreter for a simple scripting language where each line is a complete, executable command. (Like the instructions in assembler)
When parsing a line I have to map the requested ...
0
votes
0answers
83 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
2answers
224 views
Recommended formats to store bitmaps in memory?
I'm working with general purpose image rendering, and high-performance image processing, and so I need to know how to store bitmaps in-memory. (24bpp/32bpp, compressed/raw, etc)
What is the "usual" ...
10
votes
1answer
534 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 ...
2
votes
2answers
272 views
What is the best way to check if there is overlap between player and static, non-collidable items in bullet physic engine
I'd like to add non collidable objects (eg: power ups, items, ...) in a game world using Bullet Physics Engine and to know if there is collision between player and them.
Some info : there is a lot ...
6
votes
1answer
151 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 ...
3
votes
3answers
347 views
How do I know if I've gone too far with processing things in a game?
A common programming quote I see every day is:
Premature optimization is the root of all evil!
I admit I'm one of those guys that like to do premature optimization in a pretty obssessive manner ...
-4
votes
2answers
110 views
Read only array, deep copy or retrieve copies one by one? (Performance and Memory) [closed]
The question is asked regarding an environment with garbage collection.(Java, AS3)
I am writing a level editor using MVC and the view needs to have read only access to the data in the model for ...
3
votes
2answers
603 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++ ...
1
vote
0answers
116 views
Updating physics for animated models
For a new game we have do set up a scene with a minimum of 30 bone animated models.(shooter)
The problem is that the update process for the animated models takes too long.
Thats what I do:
Each ...
1
vote
2answers
202 views
How to deal with large open worlds?
In most games the whole world is small enough to fit into memory, however there are games where this is not the case, how is this archived, how can the game still run fluid even though the world is so ...
7
votes
1answer
493 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 ...
1
vote
1answer
466 views
Using Event Driven Programming in games, when is it beneficial?
I am doing a refresher on ActionScript 3.
Other than using rudimentary tools like, Event.ENTER_FRAME and using events to receive input from the user's mouse and keyboard, I find that I rarely use ...
1
vote
3answers
2k views
Slow Firefox Javascript Canvas Performance?
As a followup from a previous post, I have been trying to track down some slowdown I am having when drawing a scene using Javascript and the canvas element. I decided to narrow down my focus to a ...
1
vote
1answer
108 views
Performance tracking/monitoring in games [closed]
Let's say I have an online game with a downloadable client / browser plugin.
I want to track performance of my software and automatically send summary to the server. Let it be fps, latency, load time, ...
5
votes
1answer
461 views
Javascript Canvas Drawing Efficiency
I have just recently started some experiments with game development in Javascript/HTML5, and so far it has been going pretty well. I have a simple test scene running with some basic input handling, ...
5
votes
2answers
793 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 ...
1
vote
3answers
359 views
Will having many timers affect my game performance?
I'm making a game for android, and earlier today I was trying to add some cool stuff to my game. The problem is this thing needs like 5 timers. I build my timers like this:
timer += deltaTime;
...
2
votes
2answers
2k views
How to check battery usage of an iPhone/Android app?
I think the title says Enough. For example Unity can generate you a report how much CPU/GPU power it's using or how fast it's going to drain device battery, but what about the applications developed ...
4
votes
1answer
315 views
How to use caching to increase render performance?
First of all I am going to cover the basic design of my 2d tile-based engine written with SDL in C++, then I will point out what I am up to and where I need some hints.
Concept of my engine
My ...
3
votes
1answer
328 views
android game performance regarding timers
Im new to the game-dev world and I have a tendancy to over-simplify my code, and sometimes this costs me alot fo memory.
Im using a custom TimerTask that looks like this:
public class Task ...
4
votes
1answer
3k views
How to detect collision in Unity3D without rigid bodies?
The target platform of my game is mobile devices therefore I try to develop it performance oriented. It will be a strategy game so I don't really need physics in it, consequently I did not add ...
1
vote
1answer
145 views
Only apply Advanced Graphics on high FPS Dynamically
I wonder why not prevent lags by only appying advanced optional graphics stuff when the FPS are high at time. So The game could use simpler or even no shaders and skip decorative models some time.
It ...
5
votes
4answers
2k views
Why has the industry switched from C to C++?
First of all i would like to have a real answer, i'm always trying to get more from various sources and articles, and when I read things like C++ is slow because it has virtual functions and because ...
3
votes
2answers
219 views
Does using the XNA Content Pipline eliminate the overhead caused by file IO when working with a large number of files?
I'm working on a game in XNA with my goal being that it is fairly data driven so that I can easily tweak the system without having to update code. The research I've done shows that using XML files ...
0
votes
1answer
427 views
Java2D Game Flickering
I'm in the process of trying to get familiar with making games in Java, using the Swing library.
Coding my Snake game however, I've got to a point where the game is flickering/ghosting and I haven't ...
5
votes
1answer
535 views
VBO and gl*Pointer management practises?
I'm aware it's not a simple yes/no question and for the moment I can't tell if it can be simply answered, or is it topic for a long discussion which is not suitable for our Q&A format.
I want to ...
-1
votes
1answer
448 views
Vertex shader are evil for performance?
I found that the vertex shaders are sometimes very useful, especially because they can generate geometries and extract and use a lot of informations from just 1 image.
The problem is that my project ...
8
votes
2answers
662 views
XNA stuttering at regular intervals
I'm trying to do hardware instancing but I'm hitting some strange performance problem. The average framerate is around 45, but it's extremely choppy.
Windowed
SynchronizeWithVerticalRetrace = false
...
4
votes
2answers
344 views
Geometry vs sprites
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 ...
0
votes
1answer
189 views
Optimizing hierarchical transform
I'm transforming objects in 3D space by transforming each vector with the object's 4x4 transform matrix. In order to achieve hierarchical transform, I transform the child by its own matrix, and then ...
0
votes
1answer
1k views
Triple buffering causes input lag?
Consider some time in between two vsyncs. Suppose the first display buffer is being used to display the current image, and suppose the game was really fast and computed and rendered the next image to ...
3
votes
3answers
1k views
How many BasicEffects do you have in a Game? What is the best way to render multiple objects/shapes at once?
I'm trying to understand 3D rendering and it seems that everytime you render a new object (A 3D Cube or something) you need to have a new BasicEffect for each Box you render unless you want the exact ...
2
votes
2answers
350 views
Can frequent state changes decrease rendering performance?
Can frequent texture and shader binding decrease rendering performance?
"Frequent" binding example:
for object
for material in object
render part of object using that material
"Low count" ...
2
votes
1answer
251 views
What kind of performance issues does multiple instances of the exact same object have on a game?
I'm fairly new to programming, and I've pretty much learned all the things I know on the go, while working on projects. The problem is that there some things that I just don't know where to begin ...
3
votes
4answers
724 views
Higher Performance With Spritesheets Than With Rotating Using C# and XNA 4.0?
I would like to know what the performance difference is between
using multiple sprites in one file (sprite sheets) to draw a game-character being able to face in 4 directions and
using one sprite ...
1
vote
1answer
216 views
Xna performance [closed]
I'm thinking about starting to write a game and my primary concern is performance. I was thinking about writing it in xna (client), and then also writing the server in c#. Will this be fast enough for ...
1
vote
2answers
579 views
Simple OpenGL program major slow down at high resolution
I have created a small OpenGL 3.3 (Core) program using freeglut. The whole geometry is two boxes and one plane with some textures. I can move around like in an FPS and that's it. The problem is I face ...
2
votes
0answers
147 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 ...
17
votes
1answer
7k views
What is the benefit of triple buffering?
I read everything written in a previous question. From what I understand in double buffering the program must wait until the finished drawing is copied or swapped before starting the next drawing. In ...
4
votes
4answers
857 views
A* algorithm very slow
I have an programming a RTS game (I use XNA with C#). The pathfinding is working fine, except that when it has a lot of node to search in, there is a lag period of one or two seconds, it happens ...
1
vote
2answers
128 views
What calls trigger a new batch?
I am finding my project is starting to show performance degradation and I need to optimize it. The answer to my previous question and this presentation from NVidia have helped greatly in understanding ...
1
vote
3answers
170 views
Material usage, one per model or per object?
Is it better (memory, time (of developer), space) to use single model that is unwrapped and uses a single material or to break a model down into appropriate bits, each with their own smaller ...
7
votes
2answers
436 views
Does use of simple shaders improve performace/battery life?
I'm making OpenGL game for Android. Till now i've used only fixed function pipeline, but i'm rendering simple things.
Fixed function pipeline includes a lot of stuff i don't need. So i'm thinking ...
8
votes
5answers
388 views
What implications does JIT (javascript/canvas) vs. AOT (Flash) have in terms of browser based game performance?
In my experience, even till this day, I still see more of a visual lag in entity movement / animation in JavaScript (Canvas) based games than I do in Flash based games.
Why is this - what exactly is ...
1
vote
3answers
326 views
For the handling of buildings on a tile-based strategy game, what aproach should I use?
On a tile-based game of the strategy genre, which allows the player to place buildings over the terrain tiles, there are multiple approaches that can be taken for handling such situation.
The ones ...
3
votes
1answer
402 views
Can glTexImage2D() use an already existing memory block?
Can I use glTexImage2D() and / or glTexSubImage2D() (or maybe there's some other method I don't know about) with an already existing block of memory, instead of always uploading the changed pixels? I ...
2
votes
3answers
475 views
std::vector performance for pixel buffers
Doing software 2d pixel buffers, blitting, etc. Someone was telling me there's absolutely no overhead involved in using an std::vector to represent objects, I was wondering if std::vector is indeed a ...
