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.

learn more… | top users | synonyms

10
votes
4answers
5k views

Which opcodes are faster at the CPU level? [on hold]

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
269 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 ...
4
votes
1answer
81 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 ...
0
votes
0answers
25 views

Change list in game? [closed]

I am really frustrated because I have been trying this for 4 hours today, and I can't find a solution. For some reason, my on long click listener doesn't get detected sometimes! ...
3
votes
1answer
57 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 ...
2
votes
1answer
268 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 ...
1
vote
2answers
182 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 ...
3
votes
1answer
136 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 ...
0
votes
0answers
32 views

Create a new layout?

After the user gets to a certain score in my game, I wan't to display a medal next to the users name. Doing this pro grammatically will make the image disappear after the user leaves the app. How can ...
3
votes
1answer
56 views

Performance differences: one empty GameObject with multiple child objects vs. single GameObject formed by pre-merging the former child objects

Imagine a robot game where robots are made of pre-built blocks. Therefore, each block is a separate GameObject, with one mesh each. I am trying to understand the conceptual differences behind the ...
1
vote
1answer
52 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 ...
2
votes
1answer
115 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
110 views

Most optimal way to load 2D world

I am creating a 2D car racing game. (Yes, a Hill Climb Racing clone) What I am doing right now is load 10% of the map every time the user gets to 7%. For example: Imagine the map has 10km. (10000m) ...
5
votes
1answer
109 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
0answers
25 views

Animated Typing Memory Usage with Immutable Strings

Right now I'm programming a game that has an animated typing effect typically seen in older 1980's and 90's role-playing games. An example can be seen here. The typing effect is generated by taking a ...
7
votes
1answer
133 views

Cossacks game pathfinding

Cossacks (released in 2002) is an RTS game where you can build huge (few thousands men per player) armies on a really big maps. Imagine Age of Empires 2 for few players on Ludikris map with no lag, ...
0
votes
1answer
144 views

GLES2 rendering performance for different iPad generations

I'm using C++/GLES2 for iPad only (no iPhone). The only device I own is an iPad2 and I do not plan to support iPad 1. Can anyone help me understand realistic goals/limits on iPad 2/3/4 in terms of ...
13
votes
1answer
1k views

Is * calling *= (or *= calling *) slower than writing seperate functions (for math library)? [closed]

I have some vector classes where the arithmetic functions looks like this: template<typename T, typename U> auto operator*(const Vector3<T>& lhs, const Vector3<U>& rhs) { ...
0
votes
2answers
169 views

How do I dynamically grow a voxel world in all directions with chunks?

I've organized a Voxel world already but the problem is that it can only "grow" outwards. As a result, there is a single corner where it grows from, then outwards from there on. I want to be able to ...
6
votes
2answers
355 views

Know if you're fully utilizing the GPU

I render ~17.000 VAOs each frame. 2.840.386 triangles. Only applying texture, nothing else. I have three computers and the performance across them is not as expected. Cheap laptop(i3-4010U & ...
1
vote
3answers
587 views

In OpenGL what's quicker, lots of smaller VAOs, or one large one updated each frame?

In my game engine, a mesh can be made of many submeshes. These submeshes may or may not share vertex data with the rest of the mesh, if they don't they have their own vertex data array. I've noticed ...
3
votes
2answers
451 views

Most efficient way to convert Vector3 to Vector2

What is the most efficient and fastest way to convert a Vector3 to a Vector2? Casting: Vector2 vector2 = (Vector2)vector3; Initailizing a new Vector2: Vector2 vector2 = new Vector2(vector3.x, ...
0
votes
0answers
26 views

Culling And Optimization in a 2D Orthographic Game

I'm currently developing a 2D top-down space themed RTS game. I'm building the space procedurally from a seed. At the end of generation of all space objects, if i don't apply any optimizations I end ...
2
votes
1answer
46 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 ...
3
votes
1answer
73 views

Why is my game freezing?

Ok here is what I have done. I have made a simple test game where you move a character around. I built it and installed the app onto 2 different devices (as it will be a multiplayer game later). ...
4
votes
7answers
813 views

How to avoid cost comparison each and every frame?

I'm toying around with a ticker(incremental game) for JavaScript. The basic idea is that you have buttons that represent buildings, each building provides a certain amount of resource per 'tick'. ...
-1
votes
1answer
47 views

Why not draw a custom font with lines and/or polygons?

Reasons/advantages I see: More flexible procedural animation. Completely custom font. Performance (no texturing or high-poly)? No assets (unless data-driven). Multi-resolution compared to sprite ...
4
votes
1answer
58 views

What is the fastest way of drawing simple, textured geomtries and keeping the depth test?

I'm looking for a fast way to draw simple 3D geometries - that will consist of up to 10 vertices. Each of them will have a texture (though varying between geometries). I also want to store the ...
3
votes
1answer
58 views

Ideal draw order - sort primarily by distance or material?

When it comes to pre-sorting the draw calls for a given frame, I am aware of two different methods for optimising. The first is to batch draw calls by their material. This minimises shader changes ...
2
votes
1answer
84 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 ...
16
votes
4answers
2k views

Is there any documentation comparing/contrasting C++ standard library implementations? [closed]

(This is not game programming per se, but I'm certain if I asked this on SO I'd get told not to prematurely optimize, even though history tells us every large game ends up worrying about these ...
6
votes
4answers
2k views

Is Carmack right about PC performance? And does Windows 8 address his concerns?

Here John Carmack claims that PCs are still slower that current gen console hardware because of the overhead. "A lot of it's driver overhead issues, where there's so much that we do in the game, ...
2
votes
0answers
55 views

What is Sprite Kit capable of? [closed]

I am messing around with Game Maker in my free time. I learned some Java at school but never really understood the object oriented principles. When I got to know Game Maker I was surprised that game ...
5
votes
2answers
1k 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
1answer
1k views

How to occlude lights in Unity3D?

First off, I own Unity Pro. I've been looking in to occluding lights when they aren't being viewed for a while now to improve performance. The main methods I ran in to were using BecameVisible() and ...
2
votes
1answer
32 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
43 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
0answers
93 views

unity lag while moving a sprite

I'm trying to build a 2D game for android and after I finished developing the game I noticed that there was lag present when moving objects around. I tested it on a phone much more powerful than my ...
0
votes
2answers
499 views

3D picking for mouse move event

I implemented color picking recently and I would like to use it as kind of highlight when mouse is over an object but I am concerned about performance. Color picking requires whole frame to be drawn, ...
1
vote
0answers
50 views

Techniques of graphics rendering with single CPU core? [closed]

I am interested in methods of 2d and 3d rendering using single thread on an average CPU (e.g. for programming games for old and low-end PCs). While I usually have no performance problems when using ...
2
votes
1answer
67 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
91 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 ...
13
votes
4answers
5k 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 ...
3
votes
1answer
133 views

Distance travelled by gameObject and behavior depend on device's performance?

The distance travelled by my gameObject and behavior depend on my device's performance. If the device is slow for example, it takes longer to accomplish a specific task, thus travels at a smaller ...
4
votes
1answer
147 views

Is this the typical approach to modern OpenGL UI & Text rendering, for mobile?

I'm implementing GUI in OpenGL ES 2.0 to fit with my application framework's existing structure. I'd like to have the UI rendering eat as little mobile processing capacity as possible. So to ...
2
votes
1answer
51 views

Performance of instantiating many prefabs as children of one prefab in unity

Is there any performance difference between [instantiate multiple prefabs] and [put all prefabs under a single parent prefab and then instantiate that parent prefab] in scene. Hope you understand what ...
1
vote
2answers
61 views

How can I minimise memory thrashing when doing vector math in JavaScript or ActionScript?

Please note that a similar question has been asked before in the context of C#. Say I'm building a 3D game in Javascript or Actionscript, and doing a lot of 3D vector math. In current libraries, ...
3
votes
1answer
111 views

Collaborative Diffusion vs. A* for loose armies combat: any clear winner?

Collaborative Diffusion (CD) takes a lot of the work that A* does and combines (writes) it cheaply for multiple agents to read cheaply. This is because the majority of CD's processing works via a ...
0
votes
3answers
152 views

How can I improve the efficiency of my procedural terrain generation and smoothing?

I'm developing an algorithm that generates infinite procedural terrain. It is currently inefficient. How can I improve it? The algorithm starts by generating a 16×16 height-map with simplex noise per ...
1
vote
2answers
159 views

How can I minimise memory thrashing when doing vector math in C# or C++?

I'm doing a lot of 3D math in my game engine loop using typical classes like Vector3D, Matrix4x4, Plane3D, etc. Currently every operation causes a new object to be created for the result value. The ...