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

8
votes
3answers
1k views

Vector3 vs. Vector2 - performance, usage?

I'm currently playing around with XNA, and creating a simple 2D platformer. I was thinking of adding multiple layers to make it a little bit of challenge. In stead of having a Vector2 for my ...
8
votes
1answer
4k views

What does vsynched mean?

I'm always looking for ways to improve the smoothness of my games. When I read around the net I come across the term "vsynched" quite often. What does vsynched mean?
8
votes
3answers
1k views

What's a good data structure solution for a scene manager in XNA?

I'm playing with XNA for a game project of myself, I had previous exposure to OpenGL and worked a bit with Ogre, so I'm trying to get the same concepts working on XNA. Specifically I'm trying to add ...
8
votes
2answers
3k 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 ...
8
votes
5answers
604 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 ...
8
votes
3answers
1k views

Grouping entities of the same component set into linear memory

We start from the basic systems-components-entities approach. Let's create assemblages (term derived from this article) merely out of information about types of components. It is done dynamically at ...
8
votes
1answer
2k views

How to efficiently render a large terrain mesh?

Recently I've been stuck on a problem thinking about the best way to generate a terrain into my game. In another projects I normally used heightmaps, so all the core-work was based on the engine used, ...
8
votes
4answers
2k views

Geometric Transformations on the CPU vs GPU

I've noticed that many 3d programs normally do vector/matrix calculations as well as geometric transformations on the CPU. Has anyone found an advantage in moving these calculations into vertex ...
8
votes
3answers
2k views

Better Way To Set Up an Event System

Event Systems are amazing, they make extremely unwieldy code tame and really allow for dynamic creation of games through easy communication of objects and the game loop. I am having a hard time with ...
8
votes
1answer
4k 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 ...
8
votes
2answers
712 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
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 ...
8
votes
2answers
2k views

How to efficiently store and display a tile map on the web?

About These are actually two questions in one. First of all I am looking for a way to efficiently store large amounts of tile data. The other aspect deals with querying the data set and displaying ...
8
votes
1answer
1k 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 ...
8
votes
2answers
562 views

Automating XNA Performance Testing?

I was wondering what peoples approaches or thoughts were on automating performance testing in XNA. Currently I am looking at only working in 2d, but that poses many areas where performance can be ...
7
votes
2answers
3k views

Java single Array best choice for accessing pixels for manipulation?

I am just watching this tutorial https://www.youtube.com/watch?v=HwUnMy_pR6A and the guy (who seems to be pretty competent) is using a single array to store and access the pixels of his to-be-rendered ...
7
votes
2answers
4k views

Multi threaded game - updating, rendering, and how to split them

From the StackOverflow post (it was recommended I move this): So, I'm working on a game engine, and I've made pretty good progress. However, my engine is single-threaded, and the advantages of ...
7
votes
1answer
1k views

Do Octrees, Kd-Trees, BSP only make sense for static geometry?

I'm still implementing my scene graph (see this question). Now, I wonder if a spatial representation such as a Kd-Tree or Octree to do View Frustum Culling (VFC) only makes sense with static geometry. ...
7
votes
1answer
151 views

Cossacks game pathfinding

Cossacks (released in 2002) is an RTS game where you can build huge (few thousands men per player) armies on a really big maps. Imagine Age of Empires 2 for few players on Ludikris map with no lag, ...
7
votes
1answer
3k views

glDrawElements vs glDrawArrays for polygons that do not reuse vertices

Is it better to use glDrawElements or glDrawArrays when not reusing vertices? There must be some difference, otherwise people would always use glDrawElements? I suppose the question could be ...
7
votes
3answers
3k views

C++ and OpenGL ES: glDrawArrays calls are time consuming

Currently, I'm profiling my iOS. All the calls to glDrawArrays are expensive. For example, here is a screenshot of the rendering part of a particle system: As you can see, the glDrawArrays call ...
7
votes
5answers
2k views

Path planning for volumes in games

How would you path plan a volume for a game? For example a 1 km cube with tunnels and caverns. Also the terrain is destructible. You have walking and flying modes. I would separate it into phases. ...
7
votes
1answer
1k views

Adding a simple mix() destroys the framerate

I have a very simple shader and added linear fog via mix like this: finalColor = mix(finalColor, vec3(0.5, 0.8, 0.95), vUVoutAndViewZ.z); Note that the view Z distance is in the variable that also ...
7
votes
1answer
344 views

What is the optimal texture size?

I recently added a texture packager to my project that will pack a certain amount of textures into a single one, like this: So for example this one is 582x1023 pixels in size. The goal of adding ...
7
votes
1answer
250 views

Slow uniform array in shader causing FPS drop

I'm trying to use an uniform array of matrices in my compute shader. However, it's really slow. I've narrowed it down to this lines of code: uniform mat4 someMatrixArray[64]; ... vec4 result = ...
7
votes
2answers
216 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 ...
7
votes
2answers
425 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 ...
7
votes
2answers
374 views

Why does accessing a uniform float make my shader more than twice as slow?

My fragment shader was significantly slowed down by a recent change, and I've been trying to understand why. I isolated the main slow-down to accessing a single particular uniform float. If I include ...
6
votes
4answers
2k views

Is Carmack right about PC performance? And does Windows 8 address his concerns?

Here John Carmack claims that PCs are still slower that current gen console hardware because of the overhead. "A lot of it's driver overhead issues, where there's so much that we do in the game, ...
6
votes
8answers
433 views

Is it useful to monitor framerate over the course of an arbitrary (but long) period of time?

How useful is it to keep a measurement of framerate over the course of long times (such as an hour) spanning multiple scenes/data environments? I've had plenty of times where data throttling/pushing ...
6
votes
1answer
2k views

How to profile CPU and GPU performance if I have a monster PC?

I'm going to upgrade my PC soon. I'm worried that I will no longer spot performance losses in my game because of the better specs. I can check memory usage easily, but how do I check and debug CPU ...
6
votes
2answers
6k 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++ ...
6
votes
2answers
377 views

Know if you're fully utilizing the GPU

I render ~17.000 VAOs each frame. 2.840.386 triangles. Only applying texture, nothing else. I have three computers and the performance across them is not as expected. Cheap laptop(i3-4010U & ...
6
votes
2answers
1k 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 ...
6
votes
1answer
1k 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 a topic for a long discussion which is not suitable for our Q&A format. I want ...
6
votes
1answer
609 views

Automatically generate low detail collision meshes

I lately integrated Bullet Physics into my little game engine, but for now I only use basic shapes as spheres or boxes for collision checks. For more realistic physics I need collision meshes for all ...
6
votes
1answer
975 views

How many shadow casting lights are in modern games?

I'd like to know how many shadow casting lights are supported in modern games, such as Uncharted 2, Crysis 2, Modern Warfare 2, Halo: Reach, etc. Do they all limit themselves to just a couple of ...
6
votes
1answer
358 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 ...
6
votes
2answers
721 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 ...
6
votes
3answers
566 views

Computing volumetric light effects analytically

In my previous question I have asked about an effect on how to visualize light spheres. The question resulted in a very nice formulated answer which described pretty well how to achieve this by adding ...
6
votes
1answer
448 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 ...
6
votes
0answers
205 views

SVG—rendering performance

I have created a jump'n'run browser-game based on SVG. The »World« grew large (~80px * ~20000px, before scaled to viewport height) and rendering went slow. In consequence I included a range searching ...
6
votes
0answers
253 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 ...
5
votes
4answers
1k 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
4answers
1k views

Can Flash games packed for iOS and other mobile devices achieve reasonable performance?

I was thinking of developing a game in Flash, as a hobby/educational project. However, I was hoping I could make it run on a smartphone, but a friend who develops in Flash says that in their ...
5
votes
1answer
295 views

Is it more efficient to render full size with AA, or scaled down with no AA?

Which is more resource-efficient (given a typical modern 3D game scene): Rendering it at 100% scale with anti-aliasing, or Rendering it larger and scaling it down to fit the screen, but without AA? ...
5
votes
5answers
826 views

What are some low-level performance tweaks for iPhone games written in c?

I'm interested in some performance tweaks for a relatively simple OpenGL ES based 2D iPhone game. What performance tweaks have you found? The performance of the game is pretty good on most devices ...
5
votes
2answers
871 views

what options do I have for rendering “large” terrains?

I am trying to design a game with some interesting features but one question I have is regarding terrain. I want a terrain that will make for a very large game world, and I want to be able to have ...
5
votes
2answers
1k 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" ...
5
votes
2answers
792 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 ...