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.
5
votes
5answers
751 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
616 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
742 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 ...
5
votes
5answers
914 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. ...
5
votes
1answer
459 views
How to insert and remove blocks quickly in a Minecraftian world?
I currently have volume data for the world stored as an array of booleans. I then check each empty block and if it has non-empty neighbors the faces get drawn. This prevents me from sending a bunch ...
5
votes
1answer
506 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 ...
5
votes
1answer
63 views
GLImpl.gldrawelements longer than usual
I'm developing a little game engine for the Android platform and I'm trying to improve the performance of this one. (I'm not an OpenGL expert)
I can see a framerate drop sometimes, when using DDMS ...
5
votes
3answers
386 views
Libgdx optimization of big arrays
I am working on a game using libgdx and I have the following code that I want to optimize.
Array<Bullet> enemyBullets = Enemy2.getEnemyBullets();
for (Bullet bullet : enemyBullets) {
...
5
votes
1answer
227 views
Can I leverage the fact that my scene is often static to improve OpenGL (JOGL) performance?
My scene is drawn based on the location of several (often several million) vertices (kept in VBO's) and a camera. I can easily tell in my code when my scene has changed and when it hasn't. There are ...
5
votes
2answers
1k 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 ...
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
1answer
256 views
Handling Background & other objects in a Flash platformer
I asked a similar question in 'SO' not knowing about this place,anyways here goes:
I wanted to know what the best approaches are while creating a platformer based game for handling background & ...
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 ...
4
votes
4answers
821 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 ...
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'; ...
4
votes
2answers
650 views
How should I manage events in XNA on the Windows Phone 7 without impacting performance?
It's best-practice to not to create lots of short-lived temporary objects the heap as it'll eventually force a garbage collection during game-play.
It is best to create short lived value objects.
...
4
votes
1answer
119 views
Problem of saturation of ram on XNA?
I developed a small xna games.
For some time I have a problem with the saturation of RAM. In fact everything works perfectly, the game runs with a "Frame" of 60fps. But strangely I do not know for ...
4
votes
1answer
127 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 ...
4
votes
1answer
1k views
Unity3D GUI - what exactly it does when create controls and check their statuses?
On unity3d website in the manual on this page: http://unity3d.com/support/documentation/Components/gui-Controls.html
I found an example of "GUI.changed" function usage(below). And it looks like it ...
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 ...
4
votes
2answers
336 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 ...
4
votes
3answers
667 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 ...
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 ...
4
votes
1answer
1k views
Starting a Java activity in Unity3d Android
I wrote a small Java activity extension of UnityPlayerActivity similar to what is described in the Unity docs. It has a method for displaying a song picking interface using an ACTION_GET_CONTENT ...
4
votes
1answer
597 views
Java rendering performance bottlenecks
I've read a lot of forums about making 3D games in Java but I was unable to build a full picture of how it performs in video games.
I know that it works smoothly for small and average size games, but ...
3
votes
4answers
691 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 ...
3
votes
3answers
346 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 ...
3
votes
2answers
545 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++ ...
3
votes
6answers
920 views
MMO Performance
To give a bit of background, I'm developing an MMO in the web browser. Crazy? Yes, but it certainly isn't impossible. The server sends updates to the client by means of long-polling JSONp tags which ...
3
votes
2answers
844 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
2answers
375 views
How to increase update speed of game?
I have a basic game, in which the player moves the environment around the screen, to give the gamer an impression that the player is actually moving.
I want this game to be large and have an open ...
3
votes
2answers
314 views
What are the technologies that makes physics engines so good for raycasting?
again. This question is strictly related to this one so, what is the technology that makes physics engines suitable for raycasting? It is a particular data structure? Has it to do with the engine's ...
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 ...
3
votes
4answers
1k views
how to do partial updates in OpenGL?
It is general wisdom that you redraw the entire viewport on each frame.
I would like to use partial updates; what are the various ways can do that, and what are their pros, cons and relative ...
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
3answers
411 views
Suitable Client Server setup for Network Game testing
I want to test my Client/Server game for which, currently, I am using localhost for both Client and Server.
Obviously I'm not getting any fluctuation in data and measure idea of performance, and in ...
3
votes
2answers
324 views
Handling sound effects for Multiple Collisions
How can I generate somewhat realistic sound effects for collisions in a physics engine that simulates lots of objects?
E.g. take >10 marbles that are bouncing off walls and off each other.
If I ...
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 = ...
3
votes
1answer
752 views
How many moves to think ahead for chess minimax AI?
I am thinking of making a chess game, and I read up on minimax trees. How many moves should the AI think ahead so that the player doesn't have to wait a long time?
If there are 25 possible moves ...
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 ...
3
votes
1answer
105 views
Capturing a programs performance
I'm trying to capture the performance of the GPU, CPU, FPS and memory usage on a program I'm currently working with and want to avoid having to write my own performance capture stuff. Does anyone know ...
3
votes
1answer
223 views
Improving SpriteBatch performance for tiles
I realize this is a variation on what has got to be a common question, but after reading several (good answers) I'm no closer to a solution here. So here's my situation:
I'm making a 2D game which ...
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 ...
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 ...
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
2answers
805 views
XNA game randomly drops to 40fps
I have a fairly straight forward 2D game written in XNA. I'm finding that it arbitrarily drops from 60fps to 40fps.
I've tested this drop extensively and have concluded it's not related to graphics ...
3
votes
2answers
2k views
OpenGL VBOs are slower then glDrawArrays
So, this seems odd to me. I upload a large buffer of vertices, then every frame I call glBindbuffer and then the appropriate gl*Pointer functions with offsets into the buffer, then I use glDrawArrays ...
3
votes
1answer
302 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 ...
3
votes
2answers
575 views
Expected OpenGL performance
I'm benchmarking some simple code for drawing using OpenGL.
In the following code, the number of indices being drawn is 4,644 (or 1,548 triangles per frame = @60fps 92,880 Triangles per second).
...
3
votes
3answers
336 views
Any hints about the average renderstate changes per frame?
While answers will vary depending on the case, I'd love to hear about what people have seen in their past experiences.
The question mainly relates to DirectX though if you have some numbers for any ...