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
198 views

Approaches for storing grid-like information

I am drawing this simple grid on my NodeJS server: var grid = []; for(var x = 0; x < 20; x++){ grid[x] = []; for(var y = 0; y < 20; y++){ grid[x][y] = 0; } } ...
16
votes
5answers
1k views

Why is chunk size often a power of two?

There are many Minecraft clones out there and I am working on my own implementation. A principle of terrain rendering is tiling the whole world in fixed size chunks to reduce the effort of localized ...
6
votes
3answers
2k 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 ...
1
vote
0answers
452 views

shader-based particle systems

I have a classic particle system where each particle is represented by a quad and, each time step, I move each particle. My target is webGL which means I don't have instancing, attribute divisors nor ...
2
votes
1answer
427 views

SFML - Completely Unlimit Framerate

I am trying to completely unlimit the SFML framerate, so that as many frames will be displayed as possible. The reason for this is I want to loop through one section of code which calculates positions ...
1
vote
1answer
1k views

How fast do games in Flash C++ Compiler execute compared to C++?

Flash Player can now run C++ code, that is cross complied with the Adobe Flash C++ Compiler. How fast does such code run in comparison to a C++ application running as an EXE, in the context of gaming? ...
5
votes
3answers
2k 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
688 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 ...
1
vote
1answer
147 views

Animate multiple entities

I'm trying to animate multiple(3) entities using one model(IQM format). It's working but performance is really bad because I'm calling animate function for each entity in my game loop (I think ...
3
votes
2answers
940 views

HTML5 - Does it have the power to handle a large 2D game with a huge world? [closed]

I have been using XNA game studio, but due to private reasons (as well as the ability to publish anywhere & my heavy interest in isogenic engine), I would like to switch to HTML5. However, I have ...
1
vote
2answers
206 views

How to efficiently map tokens to code in a script interpreter?

I'm writing an interpreter for a simple scripting language where each line is a complete, executable command. (Like the instructions in assembler) When parsing a line I have to map the requested ...
0
votes
1answer
200 views

Opengl binding shaders vs binding buffers performance

Quick question for an opengl guru, I'm in the process of building a render queue and can either reduce the number of shader binding or the number of vertex buffer binding. I just want to know which ...
1
vote
2answers
492 views

Recommended formats to store bitmaps in memory?

I'm working with general purpose image rendering, and high-performance image processing, and so I need to know how to store bitmaps in-memory. (24bpp/32bpp, compressed/raw, etc) What is the "usual" ...
12
votes
2answers
1k views

Speeding up procedural texture generation

Recently I've begun working on a game that takes place in a procedurally generated solar system. After a bit of a learning curve (having neither worked with Scala, OpenGL 2 ES or Libgdx before), I ...
2
votes
2answers
908 views

What is the best way to check if there is overlap between player and static, non-collidable items in bullet physic engine

I'd like to add non collidable objects (eg: power ups, items, ...) in a game world using Bullet Physics Engine and to know if there is collision between player and them. Some info : there is a lot ...
6
votes
2answers
202 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 ...
4
votes
3answers
362 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 ...
-4
votes
2answers
239 views

Read only array, deep copy or retrieve copies one by one? (Performance and Memory) [closed]

The question is asked regarding an environment with garbage collection.(Java, AS3) I am writing a level editor using MVC and the view needs to have read only access to the data in the model for ...
4
votes
2answers
2k 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++ ...
1
vote
0answers
190 views

Updating physics for animated models

For a new game we have do set up a scene with a minimum of 30 bone animated models.(shooter) The problem is that the update process for the animated models takes too long. Thats what I do: Each ...
1
vote
2answers
309 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 ...
10
votes
1answer
1k 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
1k 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
4k 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
130 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
861 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
2k 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
535 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
4k 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
469 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
796 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
8k 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
149 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 ...
7
votes
4answers
5k 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
2answers
272 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
712 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
884 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
722 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 ...
9
votes
2answers
964 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
422 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
416 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
2k 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
2k 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
694 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
275 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
917 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 ...
0
votes
1answer
259 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 ...
2
votes
2answers
838 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
170 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 ...
18
votes
1answer
9k 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 ...