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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6
votes
3answers
197 views

Cache misses and usability in Entity Systems

Lately I have been researching and implementing an Entity System for my framework. I think I read most articles, reddits and questions about it that I could find, and so far I think I am grasping the ...
-2
votes
1answer
52 views

Is this method of world streaming efficient? [closed]

I am creating an open world game and I want to deal with loading the city. What is the best way to create, load and deal with open worlds, a city(auto generated) of area 2 sq. km in my case. My ...
1
vote
2answers
43 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 ?
0
votes
0answers
19 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
88 views

Large 2D Arrays Causing Garbage Collection

I've been working on a game in Java that, for this post's sake, looks like Terraria and has random world generation. I've been using Vectors to contain my tile/block objects, but recently due to the ...
1
vote
2answers
57 views

Traditional Chunk Loading vs. Chunk Swapping

I'm designing a voxel-based game (aren't we all?), and just yesterday implemented infinite terrain generation. I'd already had the terrain generation working off of simplex noise, so this wasn't a ...
3
votes
0answers
72 views

Why does accessing a uniform float make my shader more than twice as slow?

My fragment shader was significantly slowed down by a recent change, and I've been trying to understand why. I isolated the main slow-down to accessing a single particular uniform float. If I include ...
0
votes
1answer
28 views

Grants a Higher Texture downsized a better quality than a texture with the downsized resolution?

if i use a texture in a game with a resolution of 128*128 for a tile which is actually 64*64 on screen and both textures show the same image just in different resolutions. One in 128*128 and one in ...
3
votes
1answer
85 views

OpenGL - Drawing multiple meshes at once using VBOs and IBOs

I have been learning OpenGL 2.1 but using shaders, VBOs, IBOs, etc. I have gotten a rendering engine that can load and draw meshes, materials, forward lighting (no shadows yet), SceneNodes, and ...
3
votes
1answer
55 views

CSS Sprite position updates slow due to addition of 'px'?

I'm moving fewer than 10 position: absolute elements around the screen. An enormous amount of CPU time (profiled in Chrome as (program) i.e. native code) is used where I do the following: style.left ...
0
votes
0answers
41 views

Casting every received packet as struct?

What is the best performant solution to handle received data from socket, in a MMORPG game? Is it good to have something like: [StructLayout(LayoutKind.Explicit, Pack = 1)] public struct LoginPacket ...
4
votes
1answer
179 views

How to describe the performance requirements for a PC game?

System requirements describe the minimum specifications of the hardware and software required to play a game, in terms of performance and compatibility. Some requirements are clear-cut, like the ...
-1
votes
2answers
84 views

SDL, SFML, GLFW specific questions on a very heavy OpenCL engine [closed]

Edit: To understand the kind of information this question is looking for, please read Eejins answer. I'm not familiar with SDL, SFML, GLFW or other libraries because i've been creating windows and ...
14
votes
5answers
1k views

Optimizing collision engine bottleneck

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 ...
0
votes
2answers
45 views

Performance Difference Between Content.Load and Texture.FromStream xna

Is there any performance difference between Texture2Ds loaded using the content pipeline and Texture2Ds loaded using Texture2D.FromStream()?
1
vote
3answers
193 views

Why are huge polygon amounts bad?

It is always said that the polygon amount of a single modell must be as little as possible when it comes to realtime simulations such as computer games. (Or at least lower than when rendering a movie) ...
0
votes
0answers
44 views

2D Game with a big block-based Map - Create for each block one block-object? [duplicate]

I'm working on a 2D game in Java which will be similar to Terraria (Mincecraft 2D). I want to generae the world-map random. The world (the ground) consists of 32x32 blocks. How I should handle all ...
2
votes
1answer
58 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 ...
16
votes
5answers
1k views

Why is chunk size often a power of two?

There are many Minecraft clones out there and I am working on my own implementation. A principle of terrain rendering is tiling the whole world in fixed size chunks to reduce the effort of localized ...
0
votes
1answer
108 views

Frustum culling vs draw calls

In a more performance-sensitive environment than a desktop CPU/GPU (namely a mobile device) is there really a point in determining whether or not to skip drawing non-visible objects vs reducing the ...
7
votes
1answer
150 views

Slow uniform array in shader causing FPS drop

I'm trying to use an uniform array of matrices in my compute shader. However, it's really slow. I've narrowed it down to this lines of code: uniform mat4 someMatrixArray[64]; ... vec4 result = ...
3
votes
1answer
99 views

glDrawElements vs glDrawArrays for polygons that do not reuse vertices

Is it better to use glDrawElements or glDrawArrays when not reusing vertices? There must be some difference, otherwise people would always use glDrawElements? I suppose the question could be ...
16
votes
3answers
3k views

Is there any harm in having the main game loop run uncontrolled?

I was wondering if there is any possible harm when my game loop runs as fast as the system allows? I currently have a loop, that, by measuring passed time in nanoseconds, runs the game logic and ...
1
vote
0answers
67 views

OpenGL ES 2.0 state management best practices [closed]

I use a game engine with dynamic sprite batching for 2D games on mobile platforms (MOAI SDK). It already handles redundant state changes pretty well - with the use of texture atlases it only flushes ...
0
votes
1answer
132 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
2answers
233 views

Is it possible to create 3d games with good performance in java? [closed]

Recently i use Javafx 8 for creating small 2D games , but i think it can't manage memory and other things very well .I see Jmonkey jmonkeyengine as a game engine for Java and i see some videos of ...
6
votes
2answers
202 views

Timestep schemes for physics simulations

The operations used for stepping a physics simulation are most commonly: Integrate velocity and position Collision detection and resolution Contact resolution (in advanced cases) A while ago I ...
2
votes
1answer
93 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 ...
1
vote
1answer
70 views

OpenGL - Buffer Usage

I am currently working on a little OpenGL project. At the moment I am trying to find a good solution for rendering multiple objects. I have set up a terrain with its own buffers, which works just ...
4
votes
2answers
2k views

Use a SQL Database for a Desktop Game

Developing a Game Engine I am planning a computer game and its engine. There will be a 3 dimensional world with first person view and it will be single player for now. The programming language is C++ ...
8
votes
1answer
112 views

How can I profile the speed of my vertex and fragment shaders separately?

I'd like to know how I can check to see if either my vertex or my fragment shader is a bottleneck in my rendering pipeline. I've read about using glQueryCounter with the GL_TIMESTAMP target to get ...
0
votes
0answers
48 views

How to I coordinate a camera with the eyes of a model?

I am currently working on an FPS in XNA and I wanted to know how I would position the camera at the eyes of the model and whenever the model rotated or moved it's head (where the eyes are), the camera ...
0
votes
0answers
19 views

Manual occlusion culling with glDrawElements [duplicate]

How should I go about doing occlusion culling with glDrawElements? I am dealing with voxel-like terrain. I want to avoid drawing the faces that are facing another block. I just don't know how to ...
2
votes
1answer
616 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 ...
1
vote
1answer
144 views

Multithreading issues - Frame skips [closed]

So I am trying to multithread a Voxel engine in C# made with Sharpdx and I am having a few issues: This is the class I have : #region using System.Collections.Concurrent; using ...
1
vote
1answer
84 views

How can I can I reduce the write load on a database for an MMO?

I am considering using MySQL as a database for storing the character states or the world for that matter. The thing is if I will save the character data on an interval, thus giving rest to the mysql ...
2
votes
3answers
1k views

Polygons vs sprites rendering performance in Unity for windows phone 8

I'm currently building a windows phone 8 game with unity, having 111 (no more no less) sprites being updated each frames. I have a strong overhead in the profiler (70% to 90% minimum) I tried the ...
7
votes
2answers
464 views

Java single Array best choice for accessing pixels for manipulation?

I am just watching this tutorial https://www.youtube.com/watch?v=HwUnMy_pR6A and the guy (who seems to be pretty competent) is using a single array to store and access the pixels of his to-be-rendered ...
3
votes
1answer
281 views

storing user data for rpg

I'm creating a single player Web rpg that will store a decent amount of information about the player, items, map, npcs, etc. I have been developing html5, javascript, php, and the mysql database ...
1
vote
2answers
268 views

Optimize DOM game performance

I am working on a game developed on DOM using Crafty JS framework, and Greensock GSAP JS (http://www.greensock.com/gsap-js/) for animations. It is my first time working with these technologies. I ...
3
votes
2answers
260 views

How can I improve my collision detection's performance?

I'm new to programming and want to speed up the collision detection in my C++ 2D platformer game engine. Currently, only the player's collision detection works: Every frame, the player's update ...
1
vote
1answer
89 views

Can I use a list sorted by Morton Code for broad phase collision detection?

Until now I used a list of objects sorted by a single axis for limiting the amount of objects that collisions are checked against. The idea is simple: if the x coordinate of two objects differs by ...
1
vote
0answers
107 views

Theoretically, If GPUs were equipped with faster memory access, how would that impact game development? [closed]

According to NVIDIA memory access time will no longer cost a noticeable overhead. Regardless if it's true or not, I would like to know: How it would affect games in practice? How will it translate ...
2
votes
0answers
71 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
401 views

How to efficiently render a large terrain mesh?

Recently I've been stuck on a problem thinking about the best way to generate a terrain into my game. In another projects I normally used heightmaps, so all the core-work was based on the engine used, ...
2
votes
4answers
346 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 ...
0
votes
2answers
2k views

Fullscreen + Vsync = Stuttering

In my research for a stuttering problem in my game engine, I think, I have found the problem, but don't have any idea why this is happening, that's why I ask you if you have an idea ! The situation : ...
1
vote
2answers
948 views

HTLM5 canvas game (easeljs) slow peformance on ipad (ios7) with phonegap

I have developed a game with easeljs for HTML5 Canvas. the game is a single HTML5 page with canvas and a lot of javascript. All this time I tested the app on iOS Safari (iPad3 iOS7) with 40~50 fps ...
1
vote
0answers
65 views

Storing rigid body collision shapes in local or world coordinates

I'm writing the beginnings of a lightweight 2d rigid body engine (in javascript, as a hobby project), and i'm debating whether to store collision shapes in local or in (updated as needed) world ...
0
votes
0answers
80 views

How can I avoid overdraw-related performance issues with alpha blending on mobile platforms?

I'm developing a mobile game using Unity3D. I'm evaluating different methods to give the possibility to the artists of customizing the environment. They need to add some static dirty on the walls and ...