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
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4answers
569 views

Why is my A* Pathfinding incredibly slow?

I'm trying to use A* to make my enemies move about, but it takes up to 20 seconds to get a path to walk. My grid is only 64*64. This is my code: #include "AStar.h" #include "Node.h" #include ...
2
votes
4answers
877 views

Can sprite sheet width and height affect performance?

Is there any performance difference in the way the images are placed inside a sprite sheet image (for the same total area)? For example, should I place 50 sprites (50x50 each) in a linear way ...
2
votes
3answers
440 views

Where to start with hardware-specific low-level programming?

Seeing as today's machines have insane computing power and near endless memory, it's tough for a hobbyist programmer to actually hit the limits of his machine without doing something totally ...
2
votes
2answers
549 views

Store values or calculate values [closed]

We're talking about fairly anal levels of optimisation here that I wouldn't really worry about in anything other than mobile games. Let's say for example you were drawing a texture to the screen in a ...
2
votes
1answer
3k 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
3answers
665 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 ...
2
votes
3answers
693 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 ...
2
votes
2answers
653 views

Make OpenGL game perform better

I have programmed an OpenGL game which just contains one F1 car and a track. It is very simple and only uses around of 10'000 - 20'000 triangles. It should run on any PC but it won't, it needs a ...
2
votes
1answer
1k views

Drawing a textured triangle with CPU instead of GPU

I understand the benefits of GPU rendering and such, but for a certain limited application I need to render textured triangles purely using CPU. I've built a 3D engine capable of object handling, ...
2
votes
4answers
1k views

Objective-C to plain c iPhone game performance improvements

I'm testing a 2D OpenGL ES based iPhone game on both the iPhone 3G and the iPhone 4. It runs great on the iPhone 4... and pretty well on the 3G. The game state is updated at 60 Hz... and the ...
2
votes
1answer
751 views

Drawing and scrolling very large zoomed tilemaps

I've been working on my game editor and doing some performance tests. In the meantime I realized that my editors performance goes significant down if I draw a large map and zoom it. 100% zoom = 112 ...
2
votes
3answers
308 views

Is creating vertex/index buffer optimized this way?

I have some vertices in an array from which I create a vertex buffer. Let's say I have vertices: v1, v2, v3, v4 I use indices: 0, 1, 2, 3 Is there any performance impact if I change the indices ...
2
votes
2answers
699 views

poor performance with kinect sdk and xna (color stream)

I'm trying to make an augmented reality game for advertisement, using the kinect sdk 1.6 and xna 4.0. I need to use the color image format rgb 1280X960, in spite of the fact that it runs at 12fps, ...
2
votes
3answers
377 views

Do larger sprite sheets improve performance in html 5 games?

I know when I did some game development with XNA they recommended that we try to group are sprites into fewer sheets because the graphic card could process it faster. Does this also apply to web based ...
2
votes
1answer
457 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, ...
2
votes
1answer
515 views

Is ArrayLists so slow that it is doomed to kill performance in Unity?

I was reading Which Kind Of Array Or Collection Should I Use? The document states to use list for the most performance. "...They are the fastest array in unity. For this reason, built-in arrays ...
2
votes
2answers
3k views

How do I simulate a crowd in the stadium stands?

I'm working on a mobile sports game with Unity. I'm wondering how I could create an efficient effect of an audience in the stadium. I know that with more than 15 characters in my games (with 1800 ...
2
votes
2answers
136 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 ...
2
votes
1answer
376 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
381 views

What is the interval of fragment-shader code execution?

Without any intended delay, is the code of a fragment-shader run once per frame? If not, how often will the code be executed? (I'm new to shaders: I'm talking about glsl if it makes any difference)
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
2answers
296 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; } } ...
2
votes
2answers
1k 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
1answer
59 views

Efficient Per-Tile Lighting Technique

Quite a few of the 2D games that I have seen use per-tile lighting, where each tile has a set brightness (continuous scale of 0 to 1, for example). One way of calculating the brightness of any one ...
2
votes
1answer
72 views

Giving values to uniform in OpenGL

First thing is that I know how to give values to uniforms in OpenGL. Second thing is that it is a question related to optimization and performance. The habit for changing the uniforms, we preferred ...
2
votes
2answers
134 views

Low performance from unordered_map when accessing elements in member template function in derived class

I'm trying to implement a component based architecture on a game engine project. Each GameObject has an unordered_map that holds a pointer to Component base class. At this point, I only have one ...
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 ...
2
votes
1answer
305 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 ...
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 ...
2
votes
1answer
530 views

Avoiding memory allocation in Android game development

For obvious reasons, allocating memory on the fly in Android game development is not recommended. For example: http://developer.android.com/training/articles/perf-tips.html: There are two basic ...
2
votes
3answers
563 views

Issues with ECS performance

I'm currently implementing ECS in "classic" sense, as defined by this wonderful post, where we have Entities, Components and Systems. And I'm having a serious (for me) performance issues. They come ...
2
votes
1answer
223 views

Why is there high performance hit with many meshes?

I am currently reading upon Geometry Instancing, as I want to render a lot of animatable objects on the screen. However I have come to a more fundamental question first: Why do I even need to use it? ...
2
votes
2answers
675 views

Confusion about systems implementation of ECS

For reference I am mostly imitating the architecture in this tutorial, the "Entity System" section: http://www.raywenderlich.com/24878/introduction-to-component-based-architecture-in-games NOTE: the ...
2
votes
1answer
220 views

How to load up many images without using too much memory

When writing games, I am aware that images take up a lot of space. If one has a large graphical game, they don't want problems with memory, or to give players the message "Go buy a better computer to ...
2
votes
1answer
120 views

SpriteBatch.Draw with scale or rotation trigger a new batch?

I recently read that any transformation changes will cause a new batch to be triggered. So, if I have 10 Sprites and each has a different rotation or scale will there be 10 batches sent up? Or is ...
2
votes
3answers
7k 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 ...
2
votes
1answer
80 views

Java 2D Game Development - Best Performance With Rendering

I have seen two different rendering methods. One of them is rendering multiple bufferedImages like g.drawImage(image1 to imagexxx, x, y). Like in my game I have to render, on each tick, 880 buffered ...
2
votes
1answer
88 views

Transitioning through menus in Unity: what is the best option performance-wise? [closed]

I'm making a menu manager and I'm not sure what should I do to make a transition from one menu to the other. What is better to be used performance wise? Here is the step in my mind. Simple enable or ...
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 ...
2
votes
1answer
72 views

Impact of object's statistics on the rendering

Consider two 3D objects with n points and n triangles. One of the objects has a smooth surface such as a ball or a box, and the other object is like a fuzzy onion-layered object with large ...
2
votes
4answers
2k views

Why is anti-aliasing so slow?

I have always asked myself this, especially about x4 or x8 anti-aliasing. It seems that over the years, the algorithm has remained the same but needs more power than before due to improved game ...
2
votes
1answer
217 views

What's a good way to distribute delayable tasks between frames to avoid lost frames?

I'm having a problem with finding a good way to keep the framerate high and at the same time keep running methods of game world update. I figured I could just put those methods in a thread so they are ...
2
votes
1answer
294 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 ...
2
votes
1answer
799 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, ...
2
votes
2answers
2k views

Fastest way to get all adjacent tiles?

What is the fastest way to get all adjacent tiles in a two-dimensional array of tiles, converted into a single-dimensional array? If you don't know the answer, then the fastest way to do it in a ...
2
votes
1answer
34 views

Add navigation obstacles during runtime lags

Please watch this short video. http://screencast.com/t/vw2a5FdOOT It shows the problem. It's using the build in Unity navigation and followed the guide to build the demo in the video. Everytime I ...
2
votes
1answer
70 views

Keep track of VoxelData/NPC in parallel Level

Background I'm tring to make a First-Person-Shooter Game in a Voxel-World (Finit Size) with Unity3d. The Player has some kind of a Base that he has to protect against Enemy units. There are also ...
2
votes
1answer
414 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 ...
2
votes
2answers
100 views

Add Objects in LWJGL without using glTranslationf function

It is possible to add an object in LWJGL without using translation function (glTranslatef) ? and if it is possible does this improve somehow performance ?
2
votes
1answer
198 views

Best practice for organizing the physics of objects?

Apologies because this is a long post and I am inexperienced. I would really appreciate the input from some experienced developers. These are my two goals for this project: To learn the best ...