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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73
votes
8answers
21k 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 ...
31
votes
5answers
18k views

Should I use textures not sized to a power of 2?

In the early days of OpenGL and DirectX, texture sizes were required to be powers of two. This meant interpolation of float values could be done very quickly, using shifting and such. Since OpenGL ...
11
votes
1answer
1k views

Information about rendering, batches, the graphical card, performance etc. + XNA?

I know the title is a bit vague but it's hard to describe what I'm really looking for, but here goes. When it comes to CPU rendering, performance is mostly easy to estimate and straightforward, but ...
8
votes
2answers
3k views

Small, High-Speed Object Collisions: Avoiding Tunneling

EDIT/UPDATE: My biggest question right now is whether step 3's "t=..." equation is a good idea or there a better way to do it. Most other issues have been partially or fully addressed, but no ...
12
votes
4answers
4k views

How to continuously find all entities within a radius efficiently?

I have a very large number of entities (units). On each step, each unit needs to know the positions of all units near it (distance is less then given constant R). All units move continuously. This is ...
9
votes
2answers
3k views

Voxel Face Crawling (Mesh simplification, possibly using greedy)

Edit: This is just for my own learning experience, it is NOT for performance reasons that I ask this question. This is in regards to a Minecraft-like terrain engine. I store blocks in chunks ...
19
votes
6answers
3k views

How to optimize the distance function?

While developing a reasonably simple RTS-like game, I noticed my distance calculations were causing an impact in performance. At all times, there are distance checks to know if a unit is in range to ...
13
votes
4answers
15k 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 ...
9
votes
3answers
9k views

How do C# and JavaScript differ in Unity development? [closed]

Other than the obvious language differences, how do JavaScript and C# differ when developing games in Unity3D? Is there a noticable performance difference? Is the JS code packaged as-is? If yes, ...
27
votes
12answers
4k views

How can I make A* finish faster when the destination is impassable?

I am making a simple tile-based 2D game, which uses the A* ("A star") pathfinding algorithm. I've got all working right, but I have a performance problem with the search. Simply put, when I click an ...
6
votes
2answers
6k 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++ ...
2
votes
1answer
355 views

When should I load assets for optimal performance?

I'm writing a game using LWJGL and Java, and was wondering if there were best practices for when to load resources. I have seen examples that load all resources when initializing the game (XNA), ones ...
3
votes
2answers
951 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 ...
12
votes
4answers
10k views

Why has the industry switched from C to C++?

First of all i would like to have a real answer, i'm always trying to get more from various sources and articles, and when I read things like C++ is slow because it has virtual functions and because ...
11
votes
3answers
8k 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 ...
12
votes
4answers
4k views

Is SVG a viable technology choice for web-based game? [closed]

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
3answers
365 views

Ways to make my game world bigger without slowing users CPU

I've been developing my first game for a little while now, but I've found that I want to make the game world MUCH bigger. It's currently about 300*300 tiles, but has creatures and bad guys running ...
29
votes
6answers
13k views

How can I improve rendering speeds of a Voxel/Minecraft type game?

I'm writing my own clone of Minecraft (also written in Java). It works great right now. With a viewing distance of 40 meters I can easily hit 60 FPS on my MacBook Pro 8,1. (Intel i5 + Intel HD ...
13
votes
2answers
3k views

“Optimal” game loop for 2D side-scroller

Is it possible to describe an "optimal" (in terms of performance) layout for a 2D side-scroller's game loop? In this context the "game loop" takes user input, updates the states of game objects and ...
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 ...
8
votes
3answers
1k views

Grouping entities of the same component set into linear memory

We start from the basic systems-components-entities approach. Let's create assemblages (term derived from this article) merely out of information about types of components. It is done dynamically at ...
7
votes
2answers
4k views

Multi threaded game - updating, rendering, and how to split them

From the StackOverflow post (it was recommended I move this): So, I'm working on a game engine, and I've made pretty good progress. However, my engine is single-threaded, and the advantages of ...
13
votes
5answers
2k 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 ...
18
votes
5answers
20k views

Objective-C or C++ for iOS games?

I'm pretty confident programming in Objective-C and C++, but I find Objective-C to be somewhat easier to use and more flexible and dynamic in nature. What would be the pros and cons when using C++ ...
15
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 ...
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 ...
5
votes
1answer
593 views

How to insert and remove blocks quickly in a Minecraftian world?

I currently have volume data for the world stored as an array of booleans. I then check each empty block and if it has non-empty neighbors the faces get drawn. This prevents me from sending a bunch ...
5
votes
1answer
1k views

Improving SpriteBatch performance for tiles

I realize this is a variation on what has got to be a common question, but after reading several (good answers) I'm no closer to a solution here. So here's my situation: I'm making a 2D game which ...
5
votes
3answers
4k views

Object pools for efficient resource management

How can I avoid using default new() to create each object? My previous demo had very unpleasant framerate hiccups during dynamic memory allocations (usually, when arrays are resized), and creating ...
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, ...
5
votes
2answers
871 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 ...
4
votes
2answers
2k views

How to implement an event system

Im trying to implement an Event System for a game, where there are classes that can fire or handle an event wheter or not they implement these interfaces: public interface IGameEvent<T> where T ...
3
votes
2answers
1k views

Stronger Hack-proof MMO Game Comparison: Game Client Based Vs. Via Web Browser [duplicate]

I was wondering. I observed most of any MMO that are hack-prone area. Hacks used one-hit kills, stealing accounts, instant level up, aimbots (mostly MMOFPS), and questionable wallers (also in MMOFPS). ...
3
votes
3answers
607 views

What is better for the overall performance and feel of the game: one setInterval performing all the work, or many of them doing individual tasks?

This question is, I suppose, not limited to Javascript, but it is the language I use to create my game, so I'll use it as an example. For now, I have structured my HTML5 game like this: var fps = ...
3
votes
2answers
515 views

How to increase update speed of game?

I have a basic game, in which the player moves the environment around the screen, to give the gamer an impression that the player is actually moving. I want this game to be large and have an open ...
3
votes
6answers
1k 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 ...
9
votes
2answers
708 views

Is GPU locality of reference worth worrying about?

Does locality of reference make as much of a difference to GPU performance as it does CPU performance? For example, if I send 200 draw commands to the GPU, will I see a (potentially) noticeable ...
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" ...
2
votes
2answers
297 views

Approaches for storing grid-like information

I am drawing this simple grid on my NodeJS server: var grid = []; for(var x = 0; x < 20; x++){ grid[x] = []; for(var y = 0; y < 20; y++){ grid[x][y] = 0; } } ...
1
vote
1answer
2k views

In Monogame, why is multiple tile drawing slow when rendering in “windowed fullscreen”?

I have this drawing function (recommended as a solution here). It draws tiles on the whole window with no problem but my game slows down to ~30fps after maximizing it to "windowed fullscreen", which ...
1
vote
0answers
162 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 ...
1
vote
5answers
1k views

OpenGL Performance Questions

This subject, as with any optimisation problem, gets hit on a lot, but I just couldn't find what I (think) I want. A lot of tutorials, and even SO questions have similar tips; generally covering: ...
7
votes
2answers
3k 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 ...
5
votes
1answer
295 views

Is it more efficient to render full size with AA, or scaled down with no AA?

Which is more resource-efficient (given a typical modern 3D game scene): Rendering it at 100% scale with anti-aliasing, or Rendering it larger and scaling it down to fit the screen, but without AA? ...
5
votes
1answer
521 views

Per frame: Many draw calls with fewer total vertices vs fewer draw calls with more total vertices?

Is there any chance draw calls like XNA's Graphics.DrawIndexedPrimitives has an extremely low overhead and performance issues are more than likely due to the complexity of the meshes? If I had a ...
5
votes
2answers
2k views

Implementing fog of war in opengl es 2.0 game

Hi game development community, this is my first question here! ;) I'm developing a tactics/strategy real time android game and I've been wondering for some time what's the best way to implement an ...
5
votes
1answer
319 views

Can I leverage the fact that my scene is often static to improve OpenGL (JOGL) performance?

My scene is drawn based on the location of several (often several million) vertices (kept in VBO's) and a camera. I can easily tell in my code when my scene has changed and when it hasn't. There are ...
4
votes
2answers
274 views

What does “kTriangles/s” mean in hardware graphics benchmark reports?

I've looked around and found several sites offering benchmarking statistics for mobile platforms and I've been seeing the unit of measure as "kTriangles/s". Originally I misread this, missing the 'k'; ...
3
votes
1answer
140 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 ...
1
vote
2answers
166 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 ...