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
2answers
194 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
464 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
434 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
1k 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
104 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
439 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
741 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
358 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
1k 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
309 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
301 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 ...
4
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
215 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
409 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
502 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
419 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
638 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
335 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
180 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
296 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
247 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
687 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
215 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
564 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
146 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 ...
16
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
819 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
127 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
165 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
431 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 ...
7
votes
5answers
376 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
307 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
386 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
464 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 ...
6
votes
2answers
381 views
An odd performance problem rendering a simple scene (less than 14k vertices) in OpenGL using two vbos with LWJGL
Problem
I have been having a strange degrading performance issue rendering a simple scene containing two "chunks" of 4x4x4 cubes each.
Video of problem
This is a screen capture showing my console ...
3
votes
0answers
290 views
FPS Drop after upgrading to XCode 4.3
I'm hoping someone else has experienced this and subsequently found a solution as I am about to light my own hair on fire in frustration.
Simply put, I was creating a Cocos2D app using XCode 3.2.6 ...
1
vote
1answer
805 views
Optimized algorithm for line-sphere intersection in GLSL
Well, hello then!
I need to find intersection between line and sphere in GLSL. Right now my solution is based on Paul Bourke's page and was ported to GLSL this way:
// The line passes through p1 and ...
7
votes
2answers
326 views
Windows Phone Performance Analysis makes game run faster. Possible reasons?
A XNA game I was making was running slowly on my WP7 device. However when I started it in Windows Phone Performance Analysis to find the bottleneck, the game ran smoothly on the same device.
I ...
4
votes
2answers
233 views
What does “kTriangles/s” mean in hardware graphics benchmark reports?
I've looked around and found several sites offering benchmarking statistics for mobile platforms and I've been seeing the unit of measure as "kTriangles/s". Originally I misread this, missing the 'k'; ...
3
votes
2answers
842 views
Which opcodes are faster at the CPU level?
In every programming language there are sets of opcodes that are recommended over others. I've tried to list them here, in order of speed.
Bitwise
Integer Addition / Subtraction
Integer ...
3
votes
3answers
2k views
Object pools for efficient resource management
How can I avoid using default new() to create each object?
My previous demo had very unpleasant framerate hiccups during dynamic memory allocations (usually, when arrays are resized), and creating ...
3
votes
3answers
351 views
What is better for the overall performance and feel of the game: one setInterval performing all the work, or many of them doing individual tasks?
This question is, I suppose, not limited to Javascript, but it is the language I use to create my game, so I'll use it as an example.
For now, I have structured my HTML5 game like this:
var fps = ...
1
vote
1answer
448 views
Multiple buffering in OpenGL on Windows
What is the most common way modern games perform triple buffering ?
What does the SwapBuffers exactly do in terms of OpenGL states ?
Is it possible to perform double and triple buffering ...
1
vote
2answers
203 views
How to track and find entities within radius in realtime game?
What is best approach to implement tracking in real time for, say, 1000 npcs? Every frame update simple a square grid (remove or insert into linked list) and every time check in square radius? I tried ...
3
votes
3answers
200 views
When is it best to load screens in mobile games?
In the develpment of a mobile game, is it a good to load all the screens at the start of the game, or destroy and create new ones during the game? I am doing the second thing, because I suppose that ...
3
votes
4answers
1k 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 ...