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
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1answer
93 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
0answers
223 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 ...
0
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2answers
221 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
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 ...
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 ...
2
votes
1answer
115 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 ...
0
votes
1answer
133 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() { ...
8
votes
1answer
293 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 ...
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
684 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 ...
2
votes
2answers
247 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 ...
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
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0answers
121 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 ...
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 ...
4
votes
2answers
966 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 ...
-1
votes
1answer
206 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
336 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
337 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, ...
3
votes
1answer
439 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 ...
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 ...
2
votes
2answers
280 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 ...
1
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2answers
447 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
174 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 ...
1
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1answer
220 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 ...
1
vote
1answer
71 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 ...
5
votes
2answers
640 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 ...
-2
votes
1answer
166 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
317 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 ...
4
votes
2answers
597 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
59 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 ...
2
votes
3answers
189 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 ...
1
vote
1answer
510 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 ...
8
votes
3answers
737 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 ...
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 ...
1
vote
1answer
136 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
158 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?
6
votes
1answer
234 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
333 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 ...
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 ...
0
votes
1answer
93 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
236 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 ...
2
votes
1answer
128 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 ...
5
votes
4answers
816 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 ...
5
votes
1answer
289 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 ...
1
vote
2answers
261 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
1answer
245 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
213 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)