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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2answers
152 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
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3answers
263 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 ...
1
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3answers
431 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
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1answer
555 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 ...
4
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2answers
2k 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 ...
2
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3answers
589 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 ...
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0answers
390 views

FPS Drop after upgrading to XCode 4.3 [closed]

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 ...
4
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2answers
262 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'; ...
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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 ...
1
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1answer
743 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 ...
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2answers
242 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 ...
5
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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 ...
3
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3answers
231 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 ...
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2answers
2k views

How should I account for the GC when building games with Unity?

*As far as I know, Unity3D for iOS is based on the Mono runtime and Mono has only generational mark & sweep GC. This GC system can't avoid GC time which stops game system. Instance pooling can ...
9
votes
1answer
243 views

Efficient solution for multiplayer space partioning?

This question is a little tricky, but I will try to make it clear. Lets say I am building an online game (not MMO-scale), but that supports as many players as possible, in a authoritative server ...
8
votes
2answers
496 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 ...
13
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3answers
4k views

Logging library for (c++) games

I know a lot of logging libraries but didn't test a lot of them. (GoogleLog, Pantheios, the coming boost::log library...) In games, especially in remote multiplayer and multithreaded games, logging ...
5
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1answer
274 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 ...
2
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1answer
258 views

improving speed of 2d ball collision

I am making a game which has many balls bouncing around the screen (around 200-300 balls in a small area). One thing I am trying to do is improve the performance of the collision detection and ...
3
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2answers
962 views

Which is worst: Too many VertexShader instructions, or FragmentShader instructions?

I want to have a better understanding of how to create shaders with optimal performance and realize where some bottlenecks can occur. Is it usually favorable (when possible) to delegate most of the ...
4
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1answer
2k 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 ...
9
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1answer
419 views

Is it worthwhile to use particle pools in managed languages?

I was going to implement an object pool for my particle system in Java, then I found this on Wikipedia. To rephrase, it says that object pools aren't worth using in managed languages like Java and C#, ...
2
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2answers
135 views

A decent design for handling large creation/deletion of random objects?

So I was attempting a 'Hit the X' game (e.g Toss the turtle, spank the monkey) in which an uncontrollable object travels across the screen in hopes of hitting certain objects and avoiding others. My ...
1
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1answer
123 views

Drawback of using multiple bind flags

As far as I understand Direct3D 11 I have to specify certain BindFlags in order to use a resource in a specific stage of the pipeline. From my experience some combinations are more common like ...
1
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4answers
525 views

Import from mesh vs hardcoded vertices performance

Which brings better performance at run-time: a cube imported from a mesh, or a cube made from hardcoded vertices? Are there limitations to a certain method? Is one of them better architectural-wise?
4
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1answer
110 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 ...
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4answers
1k views

Why does using multithreading during my load screen increase my load times? [closed]

OK, I added a loading screen to my game, and in order for the game able to update and show a loading screen and load stuff in the background I came to the concludsion that I needed to host the loading ...
2
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1answer
407 views

Can using different vertex-buffers for each vertex-attributes be good in certain scenarios?

Is there scenarios where this is actually good practice? Or does it slow down performance? Example: //Vertex format is: //X, Y, U, V var myXYs:Vector.<Number> = new <Number>[ -1, -1, ...
11
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4answers
2k views

How to continuously find all entities within a radius efficiently?

I have a very large number of entities (units). On each step, each unit needs to know the positions of all units near it (distance is less then given constant R). All units move continuously. This is ...
13
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3answers
5k views

Why does OpenGL >= 3 only allow VBOs?

I see that OpenGL versions 3 and up eliminate the use of client-side rendering. Immediate mode has been eliminated, and vertex arrays seem to be deprecated. Instead, if I understand correctly, VBOs ...
0
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0answers
69 views

What are the responsibilities of a game engine, and which of these things need to especially be efficient? [duplicate]

Possible Duplicate: What should a game engine do? What are the usual responsibilities of a game engine, and which of these things especially need to be efficient (performance-wise)? Can I ...
0
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0answers
93 views

Drawbacks for using only quads for model geometry [duplicate]

Possible Duplicate: Why do game engines convert models to triangles compared to keeping it as four side polygon What are the main drawbacks for using "only" quads for model geometry? Does ...
10
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1answer
1k views

Is precomputed pathfinding still relevant?

Context Old Lucas Arts (ScummVM era) point and click graphic adventure games used precomputed pathfinding. Here's a rough outline of the technique. Step 1 The floor in each room was divided into ...
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5answers
1k views

OpenGL Performance Questions

This subject, as with any optimisation problem, gets hit on a lot, but I just couldn't find what I (think) I want. A lot of tutorials, and even SO questions have similar tips; generally covering: ...
2
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1answer
681 views

Moving a big set of box2d bodies in an iOS endless side-scroller game (such as Canabalt)

I am working on an iOS endless-running game (Robot Unicorn, Canabalt, etc). I'm using box2d for the Physics and Collision Checking and cocos2d for graphics. To achieve the notion of an endless level, ...
7
votes
3answers
539 views

How often to save player's state in persistent online games?

In online games, people prefer to log on and off whenever they want. Usually, their game achievements are seamlessly saved, on the server. That is not that difficult to achieve, but I am wondering how ...
6
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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 ...
0
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1answer
259 views

What early design decisions are important for creating “performant” multiplayer games?

I want to create online games and focus on the performance from the beginning. I searched on the internet, but didn't find any an particular answer concerning the design level or development level ...
3
votes
1answer
1k 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
443 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 ...
8
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2answers
4k views

How to handle multiplayer in JavaScript?

I'm just doing a bit of research into tech to use for a mobile multi-player game. It's more an experiment at present so for the moment, the only thing that Players need to be aware of is the other ...
11
votes
2answers
1k views

Multiplayer FPS server side performance

This is related to MMO Performance except that question is about bandwidth. This is about cpu load. I put together a simple FPS using node.js and webGL. It's extremely simple, a lot like the ...
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 ...
3
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2answers
1k 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 ...
5
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5answers
1k 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
4answers
2k views

Why do games run so much better in Windows than in OSX?

For example, on my Mac Mini with Bootcamp, Team Fortress 2 runs at about 20fps in OSX and 80fps in Windows. This seems to be a common case. Why is this?
0
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1answer
358 views

Game (X-Plane) boot/startup time / performance

I use X-Plane for my question but it also concerns probably every other flight-simulator or simulation game in general. When developing a plugin what bothers me most is the startup-time of the ...
8
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4answers
2k views

Which Database (RDBMS vs NoSQL vs BOTH) to use for a Realtime Multiplayer Game?

I'm working on a realtime multiplayer game that will require a database (for features such as player profiles, friends, unlocks, news, etc.) This is a standard PC game (not browser-based) and will use ...
6
votes
1answer
826 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 ...
1
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1answer
451 views

Best way to do a strategic map for a 4X space game on a web page?

I'm currently looking at the options regarding how to do a strategic map for a web application. My goals here are : a synthethic view of what's happening in a stelar system the ability to ...