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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13 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
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1answer
106 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) ...
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1answer
26 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" ...
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1answer
60 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 ...
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1answer
68 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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1answer
112 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
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1answer
171 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 ...
5
votes
1answer
174 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 ...
4
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1answer
305 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 ...
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0answers
12 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 ...
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2answers
50 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 ...
3
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1answer
94 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 ...
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48 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
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1answer
348 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 ...
2
votes
4answers
575 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 ...
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0answers
13 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 ...
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2answers
158 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
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1answer
65 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 ...
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2answers
94 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
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2answers
145 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
128 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
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2answers
64 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: ...
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2answers
215 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 ...
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2answers
183 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
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1answer
90 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 ...
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1answer
35 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 ...
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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
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1answer
78 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 ...
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2answers
203 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
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2answers
159 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
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1answer
173 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 ...
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0answers
83 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 ...
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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
143 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 ...
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0answers
38 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
68 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 ...
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vote
3answers
140 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) ...
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0answers
28 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
151 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
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1answer
148 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
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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
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2answers
183 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
377 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
735 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
1k 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, ...
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0answers
92 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
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1answer
81 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
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1answer
291 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
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7answers
830 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'. ...