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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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
788 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
2answers
149 views

Trade offs of linking versus skinning geometry

What are the trade offs between inherent in linking geometry to a node versus using skinned geometry? Specifically: What capabilities do you gain / lose from using each method? What are the ...
1
vote
1answer
157 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 ...
1
vote
2answers
229 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 ...
1
vote
1answer
2k views

Optimized algorithm for line-sphere intersection in GLSL

Well, hello then! I need to find intersection between line and sphere in GLSL. Right now my solution is based on Paul Bourke's page and was ported to GLSL this way: // The line passes through p1 and ...
1
vote
2answers
530 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" ...
4
votes
1answer
3k 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 ...
2
votes
2answers
1k 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 ...
7
votes
2answers
3k 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 ...
8
votes
5answers
549 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 ...
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 ...
-4
votes
2answers
273 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 ...
0
votes
3answers
430 views

Which should be faster: 10 flat shaded polygons or 2 with a transparent texture

I have particle system, and I want to the individual particles to take the shape of a star. Which should be faster: Drawing the 10 polygons using a flat shader, or 2 polygons (a square) with a ...
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 ...
1
vote
0answers
204 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 ...
5
votes
1answer
942 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, ...
1
vote
2answers
323 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 ...
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
577 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
914 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 ...
4
votes
1answer
517 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 ...
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 ...
16
votes
5answers
18k views

Objective-C or C++ for iOS games?

I'm pretty confident programming in Objective-C and C++, but I find Objective-C to be somewhat easier to use and more flexible and dynamic in nature. What would be the pros and cons when using C++ ...
3
votes
1answer
921 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
2answers
282 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 ...
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 ...
4
votes
1answer
9k 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 ...
2
votes
1answer
278 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 ...
7
votes
4answers
6k 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 ...
12
votes
4answers
3k views

Is SVG a viable technology choice for web-based game?

I have started to read up about the web technology available for doing web-based game with only Javascript, but I have no where got feedback about SVG with HTML5. Is is a viable choice ? Does it ...
0
votes
1answer
820 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 ...
7
votes
2answers
399 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 ...
-1
votes
1answer
823 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
1k 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
442 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
474 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 ...
1
vote
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 ...
2
votes
2answers
780 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" ...
8
votes
2answers
593 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 ...
3
votes
4answers
964 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
266 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 ...
18
votes
1answer
10k 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 ...
4
votes
4answers
2k 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 ...
1
vote
2answers
160 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
vote
3answers
292 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 ...
2
votes
3answers
498 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
votes
1answer
626 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 ...
5
votes
2answers
3k 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
votes
3answers
623 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 ...