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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34
votes
7answers
5k views

What are the performance difference between unsigned and signed integers?

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 ...
10
votes
4answers
9k views

Preferred way to render text in OpenGL

I'm about to pick up computer graphics once again for an university project. For a previous project I used a library called FTGL that didn't leave me quite satisfied as it felt kind of heavy (I tried ...
3
votes
4answers
1k views

how to do partial updates in OpenGL?

It is general wisdom that you redraw the entire viewport on each frame. I would like to use partial updates; what are the various ways can do that, and what are their pros, cons and relative ...
3
votes
2answers
342 views

Handling sound effects for Multiple Collisions

How can I generate somewhat realistic sound effects for collisions in a physics engine that simulates lots of objects? E.g. take >10 marbles that are bouncing off walls and off each other. If I ...
1
vote
1answer
439 views

Farseer: what are its performance on xbox360?

Are there any performance issue related with lots of "new" calls and things like that? Did anyone test it? Something to take care of? Thanks
13
votes
1answer
642 views

Is there any performance benefit to sharing shaders between programs?

OpenGL allows you to share the same shader between multiple programs. Aside from saving small amounts of memory and a shader handle, are there any GPU-side performance benefits to doing this?
11
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 ...
1
vote
4answers
520 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?
3
votes
2answers
333 views

What are the technologies that makes physics engines so good for raycasting?

again. This question is strictly related to this one so, what is the technology that makes physics engines suitable for raycasting? It is a particular data structure? Has it to do with the engine's ...
5
votes
1answer
274 views

Handling Background & other objects in a Flash platformer

I asked a similar question in 'SO' not knowing about this place,anyways here goes: I wanted to know what the best approaches are while creating a platformer based game for handling background & ...
8
votes
5answers
1k views

Geometric Transformations on the CPU vs GPU

I've noticed that many 3d programs normally do vector/matrix calculations as well as geometric transformations on the CPU. Has anyone found an advantage in moving these calculations into vertex ...
3
votes
2answers
147 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 ...
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 ...
5
votes
2answers
713 views

what options do I have for rendering “large” terrains?

I am trying to design a game with some interesting features but one question I have is regarding terrain. I want a terrain that will make for a very large game world, and I want to be able to have ...
7
votes
1answer
932 views

Do Octrees, Kd-Trees, BSP only make sense for static geometry?

I'm still implementing my scene graph (see this question). Now, I wonder if a spatial representation such as a Kd-Tree or Octree to do View Frustum Culling (VFC) only makes sense with static geometry. ...
8
votes
3answers
1k views

What's a good data structure solution for a scene manager in XNA?

I'm playing with XNA for a game project of myself, I had previous exposure to OpenGL and worked a bit with Ogre, so I'm trying to get the same concepts working on XNA. Specifically I'm trying to add ...
3
votes
2answers
714 views

Expected OpenGL performance

I'm benchmarking some simple code for drawing using OpenGL. In the following code, the number of indices being drawn is 4,644 (or 1,548 triangles per frame = @60fps 92,880 Triangles per second). ...
3
votes
6answers
981 views

MMO Performance

To give a bit of background, I'm developing an MMO in the web browser. Crazy? Yes, but it certainly isn't impossible. The server sends updates to the client by means of long-polling JSONp tags which ...
5
votes
5answers
793 views

What are some low-level performance tweaks for iPhone games written in c?

I'm interested in some performance tweaks for a relatively simple OpenGL ES based 2D iPhone game. What performance tweaks have you found? The performance of the game is pretty good on most devices ...
3
votes
3answers
383 views

Any hints about the average renderstate changes per frame?

While answers will vary depending on the case, I'd love to hear about what people have seen in their past experiences. The question mainly relates to DirectX though if you have some numbers for any ...
10
votes
3answers
6k views

Rendering performance for Flash games

I was reading on SO about native flash rendering vs building a custom BitmapData frame buffer and some of the answers were a bit conflicting, so I was wondering: Is it generally best practice to go ...