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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1answer
117 views

OpenGL Applications Bring computer to halt

Whenever I run any application that utilizes the OpenGL interface, my entire computer comes to a halt, but it doesn't do this when it utilizes the DirectX interface. I run both Linux (Ubuntu 15.10) ...
-2
votes
0answers
24 views

Better performance from baked meshes? [on hold]

I'm pretty new to game dev, but I feel like either baking or not baking would be a "best practice", but it seems like some do, and some don't - this is just based on my 'feeling' from lots of ...
1
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0answers
27 views

Game logic implemented using TPL / async / await, and performance of it

I'm working on a game, and as a typical game (here using Monogame) it uses frame based approach, where all logic happens in Update() method called every frame. As a consequence, any sequential logic ...
3
votes
3answers
168 views

Gfx.WaitForPresent performance issue

I am making a 2D mobile game and it runs really well (60 fps) on my phone. However, in some cases the performance goes down drastically to the point where it runs at 20 fps or even less. It happens at ...
2
votes
1answer
392 views

submeshes and dynamic batching doesnt work as expected

I'm duplicating one object with submeshes frequently, and assigning a random material from five materials to each submesh. There is batching happening, but it's not quite as efficient as I would have ...
0
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0answers
50 views

glMapBufferRange performance on devices with shared memory

I have a few questions regards to the glMapBufferRange performance on devices with shared memory between CPU and GPU (OpenGL ES 3 capable Android devices to be specific). 1 - Is the mapped buffer ...
13
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5answers
2k views

How can I optimize a collision engine where order is significant and collision is conditional based on object group?

If this is your first time on this question, I suggest reading the pre-update part below first, then this part. Here's a synthesis of the problem, though: Basically, I have a collision detection ...
3
votes
1answer
104 views

PhysicsJS on mobile devices: how to optimize for speed

I'm (physics n00b) developing a small animation (gamification) in a mobile HTML5 app (PhysicsJS, HTML5, Cordova, Ionic, JavaScript). This animation is derived from Basket of verlet constraints. This ...
1
vote
1answer
29 views

Java - Performance problem with BufferedImage and AlphaComposite

:) I'm currently making a 2D platformer game and now I want to implement Light using AlphaComposite. For creating the lights I first create a blank BufferedImage with ARGB format. After this, I ...
6
votes
1answer
236 views

SVG—rendering performance

I have created a jump'n'run browser-game based on SVG. The »World« grew large (~80px * ~20000px, before scaled to viewport height) and rendering went slow. In consequence I included a range searching ...
4
votes
1answer
320 views

LibGDX Box2D TileGame Efficiency

I am trying to implement Box2D into my top down tile game in LibGDX. Each world consists of a set of chunks, and each chunk is 16 tiles wide/long. The maximum/minimum chunks loaded at one time is 9 (a ...
0
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0answers
43 views

Bad practice to create a GameObject for every BoxCollider2D? (Unity)

I am creating a 2D Platformer and need more complex BoxCollider2Ds to be able to handle the collisions (multiple tags, addable & removable properties, etc.). My current solution: Create a ...
58
votes
6answers
14k views

How do bullets work in video games?

I came across this question when I was designing a video game in C#. If we consider games such as Battlefield or Call of Duty, hundreds or even thousands of bullets are flying at the same time. ...
2
votes
1answer
197 views

How should I store dynamic game entities for efficient area-based selection?

In my 2d block-based game I'm trying to implement a data structure that would store entities entities in a way that's capable of: Direct selection based on coordinate. Iteration Iteration limited ...
1
vote
3answers
723 views

Do editor errors affect device performance?

Do errors that come up in the Unity editor affect a game's performance on a device (on Android in particular)? I'm talking about errors that keep coming continuously during Update() such as ...
0
votes
1answer
81 views

Massive CPU Usage by WaitForTargetFPS in the Profiler

So I was checking the Standard Assets Example Projects of Unity, and they all have high FPS numbers in the Profiler. I started a little project myself, just a simple sprite with movement via ...
1
vote
1answer
161 views

Flash animation or Sprite sheet animation good for Unity mobile games

I would like to develop dress-up and cooking kind of games. So it needs lots of animations. Our designers done the animations in the lash. I found the plugins callued GAF and UniSWF to convert flash ...
0
votes
2answers
94 views

How do I make a game over screen like Temple Run or Subway Surfer?

When you die in one of these 2 games I took screenshots of (Temple Run and Subway Surfers), what exactly comes up to say "Game Over" and posts your score and all-time high score? Is it a different ...
5
votes
2answers
247 views

How can I efficiently render to multiple screens?

I know XNA is long dead, but I need it to update an old project. (I would have ported to MonoGame, but can't get multi-monitor support in it.) My game does the following: Wait for some objects ...
1
vote
1answer
54 views

unity 5.x performance

after I downloaded unity 5, it became very consuming, my pc becomes hotter and makes a lot of noise. also building, compiling, baking of game takes a lot of time, I am making multiplayer game and need ...
1
vote
0answers
43 views

Mesh vs LineRenderer Performance

I've created a script, which is drawing a line along a bezier curve, so that I can animate whatever I want with lines, mostly for UI purposes. For the moment I'm using a line renderer, which works, ...
73
votes
8answers
22k views

How many threads should I have, and for what?

Should I have separate threads for rendering and logic, or even more? I'm aware of the immense performance drop caused by data synchronization (let alone any mutex locks). I've been thinking of ...
0
votes
0answers
29 views

What is GPU instancing and what are its differences in comparison to standard instancing?

I have been reading a lot of debate on a new feature that will be in Unity 5.4: GPU instancing. I understand the importance of instancing in general, both in terms of saving memory and draw calls. ...
1
vote
1answer
36 views

Level/Asset design for performance Unity

I am a big fan of modular assets. Currently I am designing a 3d game for mobile and I don't know how I should create my levels to get the most out of the device. Should I... create lots of "small" (...
0
votes
1answer
80 views

How to combat exponential growth in sprite messaging?

In my 2D platformer game, I have a number of sprites moving around the world. When two sprites collide with each other, I calculate how deep the collision is and then call a virtual method on both ...
0
votes
1answer
96 views

Drawing bullets on a map

I'm going to be making a shooter-style game, on a navigatable map (All 2D). I'm a little unsure of how to handle the bullets: I see two main ways i could do it I could have the bullet's x and y ...
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0answers
13 views

Is it possible to not include or erase AABB data from a procedurally generated mesh with Renderer?

I am procedurally generating many thousands of very simple meshes with very simple texture (the same for all meshes and instances) in Unity (5.3.4) with C#. Currently they take more than 100MB in ...
1
vote
2answers
61 views

Reducing draw calls in a y-sorted orthogonal world

This is a hypothetical question, as I haven't yet come across the problem of making too many draw calls, but for my game I am aware that this could become a potential problem. The style of my game is ...
1
vote
0answers
70 views

WebGL Primitive Batching unexpected performance

I'm kinda new to WebGL in general, I've started to make some batching experiences on primitives (just drying a bunch of rectangles by using a combination of two triangles repeatedly). I've started by ...
2
votes
4answers
629 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 "...
0
votes
0answers
22 views

Occlusion Culling Open-World Implementation (Using Unity)

I was curious how people generally do occlusion culling. What techniques are most widely accepted for performance and also where can I learn more about these? The material I can find online seems ...
0
votes
2answers
168 views

A* pathfinding takes too long, shortcuts needed

So I have a game where the player can move on a grid 108 X 192 large. It uses a simple A* path-finding algorithm to move. Unfortunately, After 0.03 seconds, it would have only looked at about 300 ...
0
votes
1answer
68 views

Rendering three-dimentional array of tiles (as a tilemap)

I'm trying to create 2d game engine in C++ using SDL2 (actually some code was migrated from SFML). I want to have a flexible multilayer tilemap that can store different types of tiles. My current ...
0
votes
2answers
183 views

How does billboarding 3D sprites affect performance?

I was reading the Unity manual on trees and one of the claims made is as follows: Unity uses optimisations (eg, billboarding for distant trees) to maintain good rendering performance... I was ...
4
votes
2answers
163 views

Is there a way to turn collision detection system off completely in Unity?

My world setup is 2D Top-Down. All collisions are disabled from the collision matrix. There are no collisions in the scene as I wanted, but as I perceive, Unity is still trying to calculate ...
4
votes
1answer
144 views

How can I reduce the draw calls in a split screen game?

I am working on a split screen game with one camera per player. It appears that the number of draw calls is multiplied by the number of cameras I have, which makes perfect sense. More cameras means ...
0
votes
2answers
66 views

How to optimize my random terrain generation and usage?

I'm new to Unity. I've created an algorithm to procedurally generate a circle-shaped tunnel made of primitive cubes GameObjects. The problem is that the game is very laggy and I can understand why: ...
1
vote
2answers
219 views

Game lags when my player collides with a specific object (solution known, unsure how to implement)

I'm developing a game in Android using LibGDX (although this is more of a JAVA problem than an engine problem). My aim is to have my player bounce off one spring onto another that will eventually take ...
5
votes
2answers
185 views

Are hard coded “rooms” better than dynamically generated on a smart phone, from performance point of view

This question pertains to a type of platform/maze game (made with Unity 5) for typical smartphones (iOS/Android). This game has following characteristics: 1. an upper limit (about 100) on the amount ...
3
votes
1answer
102 views

Does marking a GameObject as static actually improve performance?

I'm currently working on a small game that will include somewhat large levels. Each level will have a somewhat large amount of GameObjects lying around as props. I was told by a friend of mine that ...
0
votes
1answer
54 views

How do I interpret the differences between the “Time” and “Self” columns in Unity's profiler?

I'm not quite understanding how to read the results of the profiler: A method Pathfinding_NodeAdjuster.CheckSpecificArea() method is using up 94.7% of the BehaviorUpdate overall time, while taking 73....
0
votes
0answers
37 views

Why would somebody want to turn off v-sync? [duplicate]

From this recent article about technical limitations of UWP, I've found inability to turn off v-sync listed as a negative point. I understand lowering graphics settings like texture quality, various ...
4
votes
1answer
114 views

Unity scene performance - better to use one scene and toggle what is active?

Unity scene performance questions In Unity, were one to have a scene that is basically identical in all but a few ways, would it be better to keep them as separate scenes, or to have them be one ...
1
vote
2answers
226 views

Animator.SetBool: am I supposed to call it only when its value changes?

I've searched around the web for a while, but didn't manage to find anything about it. Despite using Animator in several projects so far, I've never been in this exact situation, so I'm unsure what ...
18
votes
3answers
9k 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 ...
3
votes
2answers
358 views

When should I mark GameObjects as Static?

Here is the corresponding Unity documentation. According to explanations of Unity documantation pages about Static GameObjects, sometimes marking GameObjects as static may effect performance in a bad ...
1
vote
1answer
371 views

Performance of glDrawElements vs glDrawRangeElements vs glDrawArrays

I've looked around on the web trying to find a good answer to this, but am unable to find one. Different forums mention driver bugs and the likes, but these discussions are usually almost 10 years old,...
0
votes
0answers
136 views

Enabling VSync results in stuttering

With VSync disabled my FPS doesn't drop below 100. When I enable it my FPS sits in the 55-60 range. The issue I have is that I have fast moving platforms that move at a constant speed, so a single ...
12
votes
4answers
6k views

Which opcodes are faster at the CPU level? [closed]

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 ...
4
votes
1answer
171 views

Does distant and large objects use up a lot CPU usage?

Okay I'm new to Unity, and I'm making a space sim pc game. You know, space is huge, light years of distance between stars. Even if I set 1 AU (150,000,000 KM) as 1 unit, 1 light year will be 63,000 ...