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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2
votes
2answers
71 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 ?
6
votes
1answer
214 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 ...
1
vote
1answer
111 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 ...
1
vote
1answer
194 views

How to achieve best performance in DirectX 9.0 while rendering on multiple monitors?

I have read this article, and I am making use of some pixel shaders to achieve some effects. At most four shader effects can be applied at same time. What are the best practices to achieve best ...
0
votes
1answer
76 views

XNA: How to capture precise time of button press?

I'm guessing the default XNA model encourages checking for button presses in Update(). However, I am developing a game-like application for research and need to measure reaction times as quickly as ...
-1
votes
1answer
135 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 ...
11
votes
0answers
486 views

How can I stop Substance's runtime texture caching?

Procedural textures with the Substance Engine seem to update very quickly if you turn off caching, modify one exposed variable at a time, modify it frequently, and even then only after you've ...
5
votes
0answers
759 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 ...
3
votes
0answers
98 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 ...
1
vote
0answers
80 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
0answers
116 views

Non-smooth noise with optimal performance?

Any suggestions on how to get more 'jagged' results like linear interpolation gives with value noise using a faster algorithm concept like simplex noise? Simplex noise I haven't spent enough time ...
1
vote
0answers
84 views

iSGL3D Occlusion Culling

I was testing a cool 3D Scene Graph Library called iSGL3D. Since I found some functions called alpha culling for displaying partly hidden objects (making the ones in front transparent). I was ...
1
vote
0answers
82 views

XNA Kinect Color Stream Performance Issues

I am developing an XNA game using Kinect. It requires using Depth and Color streams for extracting only the player's image from the color image. So far I can extract the image and set their data into ...
1
vote
0answers
208 views

Updating physics for animated models

For a new game we have do set up a scene with a minimum of 30 bone animated models.(shooter) The problem is that the update process for the animated models takes too long. Thats what I do: Each ...
0
votes
0answers
11 views

Mobile game: Optimization only working on some devices / Render big texture causes stuttering after level load

I'm currently optimizing the rendering of the background of my mobile game. The background consists basically of many colored dots. Since the background is static I'm able ro render the whole ...
0
votes
0answers
22 views

What variables change the number of lightmaps

I need to know what changes the lightmap size for example what changes the lightmap from being 2*1024*1024 to 4*1024*1024 , having larger textures or having larger quads(having more models) or having ...
0
votes
0answers
20 views

Continous horizontal animation of objects

We have to continously animate objects from right to left in a panel. The player has to pop the first object. If the first object could not be destroyed by the player and it reaches the left ...
0
votes
0answers
66 views

Java Graphics performance issue when drawing transparent shapes

I've started working on a game engine for fun with no external libraries. I've started creating a simple particle system and I've come to some huge performance issues. I have the following frawing ...
0
votes
0answers
100 views

Does Unity's “Compression quality” affect ETC2 compression?

In Unity I am using "Advanced" texture options on Android with ETC2 8-bit compression. There is an option for "Compression quality" as described here: ...
0
votes
0answers
62 views

Additive blend over camera preview

I am using SurfaceTexture to draw camera preview through opengl after applying blending but new camera preview frames overwrite my previous frames although i am not clearing my color buffer. I want my ...
0
votes
0answers
45 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 ...
0
votes
0answers
50 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
113 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 ...
0
votes
0answers
141 views

Rendering tile maps for mobile devices

Hitting a bit of a roadblock with my game's development and I'm just looking for some outside advice. I'm trying to render a tilemap for my mobile game (Android) and I'm using LibGDX. Now, here's ...