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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2
votes
2answers
537 views

Unreal Engine for 2d in c++ [closed]

I was about to start my journey on unreal engine but currently all of the tutorials we're all about blueprints in 2D games. I really want to make 2d games since I am not good at 3d (not yet). My ...
1
vote
2answers
262 views

How can I render extremely large models?

I'm trying to build a game in Unity similar to the game Kerbal Space Program where there are large celestial bodies that the player can orbit. I'm running into a few problems though. My first issue is ...
0
votes
2answers
60 views

Efficient Collisions Iteration?

My project has upwards of 3000 2D objects but not all of them collide with each other. Between each object that can collide, a CollisionPair is created and stored inside a flattened array. Currently, ...
2
votes
1answer
188 views

Evil Genius styled building system

I'm currently playing around with a base builder/manager-esque type of game similar to Evil Genius. To build a room I would like to have the following process: 1. Select room type 2. Click and hold ...
0
votes
1answer
106 views

Using Java on mobile, should I avoid object construction to reduce GC overhead?

I new to both Java and game development and working on my first LibGDX game targeting mobile systems. How problematic is the garbage collector in a mobile environment? Should I try to reuse as many ...
12
votes
1answer
687 views

How can I stop Substance's runtime texture caching?

Procedural textures with the Substance Engine seem to update very quickly if you turn off caching, modify one exposed variable at a time, modify it frequently, and even then only after you've ...
0
votes
1answer
574 views

Efficient modification of Texture2D at runtime for a 2D painting game in Unity3D

I have spent some time looking for different solutions to be implemented in a mobile painting game I'm creating. At this time, everything is working but I have some serious performance problems on ...
1
vote
1answer
113 views

OpenGL - Buffer Usage

I am currently working on a little OpenGL project. At the moment I am trying to find a good solution for rendering multiple objects. I have set up a terrain with its own buffers, which works just ...
1
vote
0answers
33 views

Bullet btGImpactCollisionAlgorithm

I have a question about Bullet and in particular GImpact. When, the collisiontestpair(a, b) is called where GImpact pair check algo will be called on the btGImpactMeshShape, does it do a AABB tree ...
0
votes
1answer
125 views

Are the prefabs stored in RAM or in the Hard disk? (Unity3D)

I have many prefabs objects (65 MB) in an Unity3D project. My game use 100 different levels with combinations of the prefab objects. What is better create 100 scenes or create only one scene where ...
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 ...
-3
votes
1answer
174 views

Performance of programming languages and frameworks [closed]

I want to program an online 2D MMORPG with graphics like in this game. Since I develop in javascript and python mainly I chose python for my first games and the game library pygame which is pretty ...
1
vote
0answers
28 views

Performance and HotSpots

Usually, when discussing on performance in games, cache misses and localities come like the real problem. But i feel like videogames are too focus optimization in that way. For example, the author of ...
1
vote
1answer
540 views

Bad performance using VBO with OpenGL ES in Android

I'm making an Android app and I need to draw some polygons using OpenGL ES. I'm able to render them but I'm disappointed with performance. I updated the code to use VBO but I didn't notice any ...
4
votes
5answers
333 views

How do I prevent receiving data from the network from dropping rendering frames in a multiplayer game?

I'm building an HTML5 massively multiplayer online game. I've been working on this project for awhile, but am having some trouble sorting through a couple of performance issues. Since this is a ...
1
vote
0answers
66 views

Browser game - small models with tileable textures vs one big model and one big texture

I am few years behind in terms of browser capabilities. I plan to combine 3D with pixel art, and I am going to use Unity to make a browser based game. I have made a stage that is one model and has ...
3
votes
1answer
339 views

Recurring stalls in SwapBuffer

I am currently doing measurements on a test scene implemented in OpenGL 4.5 with different "setups". I noticed that in case I have a very high amount of FPS (1550 in this specific case), SwapBuffer ...
4
votes
2answers
182 views

How many LoD versions of a model should I have? [closed]

Many games facilitate better performance by increasing/decreasing the number of triangles/polygons that are drawn, depending on how close the camera is to said object. Mountains, viewed from far away, ...
1
vote
1answer
211 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 ...
0
votes
2answers
111 views

Why are games locked at a certain frame per second?

A lot of PC games are locked at 60 frames per second. I know that this is because a high frame rate can cause glitches/bug in a game and mess up the physics but is there another reason? Should anyone ...
1
vote
1answer
2k views

In Monogame, why is multiple tile drawing slow when rendering in “windowed fullscreen”?

I have this drawing function (recommended as a solution here). It draws tiles on the whole window with no problem but my game slows down to ~30fps after maximizing it to "windowed fullscreen", which ...
1
vote
1answer
551 views

Polygons requirement on mobile devices, around 3000 vertices?

I read on the unity documentation that a character should be between 300 to 1500 "polygons" on mobile devices to have good results. In Blender, we have "tris" or "faces", does "polygon" stand for the ...
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, ...
0
votes
1answer
216 views

SFML drawing Tiles low fps

int main() { sf::RenderWindow window(sf::VideoMode(800, 800), "SFML works!"); sf::VertexArray Tquad(sf::Quads, 40*40*4); int size{ 20 }; int width{ 40 }; for (int x = 0; x < width; x++) { for ...
0
votes
1answer
134 views

How should I improve my game world? [closed]

I'm in the process of teaching myself game development, and I'm trying to learn 3D, and started on a basic 3D game. The actual problem I've encountered is with level design, I'm using cubes all over ...
0
votes
1answer
65 views

Should I worry about variable time step for simple mobile 2d game

After going through some articles on framerate independent game design, i found that its not an easy task to implement in variable time steps(it is difficult compared to fixed frame rate, and ...
2
votes
2answers
240 views

How does a loop work in game engines? [duplicate]

Recently I started working on a game with the spritekit engine. My question is not about spritekit in specific though, but generally about game engines. When I write a loop and run it (eg while i ...
1
vote
2answers
73 views

Is there a difference in the time taken to load one texture instead of many?

Is there a difference in the loading time of 16 256*256 textures versus a single 1024*1024 texture? Specifically for level loading time?
1
vote
0answers
64 views

What variables change the number of lightmaps

I need to know what changes the lightmap size. For example what changes the lightmap from being 2*1024*1024 to 4*1024*1024 - having larger textures or having larger quads (having more models) or ...
38
votes
7answers
7k views

What are the performance difference between unsigned and signed integers? [closed]

I am aware of the performance hit when mixing signed ints with floats. Is it any worse to mix unsigned ints with floats? Is there any hit when mixing signed/unsigned without floats? Do the ...
1
vote
0answers
154 views

Unity sprites are no longer batched after the object rotates/moves

With Unity 5 and access to the profiler, I'm running our game through some stress tests so I can find where our performance issues are. While testing having 1024 units on the screen with 4 selection ...
2
votes
1answer
355 views

When should I load assets for optimal performance?

I'm writing a game using LWJGL and Java, and was wondering if there were best practices for when to load resources. I have seen examples that load all resources when initializing the game (XNA), ones ...
2
votes
1answer
377 views

OpenGL memory optimization and batching technique pitfalls

I'm studying OpenGL optimization techniques. What I'd like to achieve is to emulate as closely as possible Mantle/DirectX12 programming patterns (aggressive batching, flexible memory handling, complex ...
2
votes
1answer
417 views

Is there a way to manipulate a pixel Array on the GPU?

I'm currently working on a 2D-Game and i want to draw and calculate the whole screen myself through a pixel array. I'm programming in C++, using SDL 2 and OpenGL specifically a OpenGL Texture which is ...
1
vote
0answers
79 views

Mobile game: Optimization only working on some devices / Render big texture causes stuttering after level load

I'm currently optimizing the rendering of the background of my mobile game. The background consists basically of many colored dots. Since the background is static I'm able ro render the whole ...
1
vote
1answer
383 views

Drawing the same model multiple times

I am looking ways to improve the efficiency of my draw method in XNA/Monogame and understand how things work. I have just a group of 4 models (bricks), (red, green, blue, yellow) I am drawing multiple ...
0
votes
1answer
209 views

Are lightmaps also considered textures?

I want my game to support phones with max texture size of 1024 so my texture atlases are 1024. My question is: are lightmaps also considered textures and their max size must be 1024? Or they can have ...
2
votes
1answer
306 views

What is the performance impact of rendering a larger quad?

Lets say I have two planes and I textured them in blender with a 512*512 tiled texture. One plane is bigger than the other (for example, one plane tiles the texture 60 times but another only six ...
1
vote
0answers
99 views

Continous horizontal animation of objects

We have to continously animate objects from right to left in a panel. The player has to pop the first object. If the first object could not be destroyed by the player and it reaches the left ...
0
votes
2answers
94 views

Improving the performance of smooth movement up and down

I would like to achieve a smooth movement of a game object up and down. The way I have always seen this done is via a sine wave, and adding the value of y for a specified X to the game objects value ...
0
votes
1answer
2k views

Fullscreen + Vsync = Stuttering

In my research for a stuttering problem in my game engine, I think, I have found the problem, but don't have any idea why this is happening, that's why I ask you if you have an idea ! The situation : ...
1
vote
1answer
265 views

Draw multiple triangle strips in one draw call DirectX

I'm running into a bottleneck where I'm drawing many basic disconnected colored triangle strips in DirectX 9 (XNA). The problem comes with drawing them all in seperate draw calls, so I'd like to batch ...
10
votes
5answers
6k views

Poor performance in android when running APK, runs fine in browser

I have created a small game project in HTML5 using Phaser engine (tried both 1.1.5 and 1.1.6). Then to port it to mobile platform, used Phonegap/Cordova for Windows Phone 8, Android and iOS. In my ...
27
votes
12answers
4k views

How can I make A* finish faster when the destination is impassable?

I am making a simple tile-based 2D game, which uses the A* ("A star") pathfinding algorithm. I've got all working right, but I have a performance problem with the search. Simply put, when I click an ...
2
votes
1answer
206 views

Alternatives to map of strings in regard to performance

I would like to start my first question here with a subjective question. I think it qualifies as constructive. To introduce the situation: I have a 2D tiled map. I also had different arrays of ...
9
votes
2answers
4k views

How do OpenGL's texelFetch and texture differ?

I understand the main differences between texelFetch and texture, but have some questions about the details: Does texelFetch involve a performance penalty? Such as not using a cache or such? Are ...
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? ...
3
votes
1answer
813 views

Why would it be faster to render using multiple canvas elements?

This video suggests that rendering using multiple canvas elements helps performance. How does this work? The idea was to use one for the player, one for the enemies, another for the background, ...
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 ...
2
votes
1answer
137 views

How can I estimate the perfomance of graphics cards I don't have? [duplicate]

I'm developing a voxel game with OpenGL and want to optimize the number of rendered faces. How can I estimate how many faces at most a modern graphics card of a certain brand is able to compute, while ...