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
83 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 ?
1
vote
2answers
66 views

Unreal Engine for 2d in c++

I was about to start my journey on unreal engine but currently all of the tutorials we're all about blueprints in 2D games. I really want to make 2d games since I am not good at 3d (not yet). My ...
0
votes
2answers
100 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 ...
0
votes
2answers
151 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 ...
6
votes
1answer
239 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 ...
6
votes
1answer
964 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
74 views

Evil Genius styled building system

I'm currently playing around with a base builder/manager-esque type of game similar to Evil Genius. To build a room I would like to have the following process: 1. Select room type 2. Click and hold ...
2
votes
1answer
180 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 ...
0
votes
1answer
110 views

CPU Usage and Available Ram in Unity 5

In Unity 5 I would like to be able to print out the CPU Usage and Available Ram left in MB. I followed the code posted on http://zamov.online.fr/EXHTML/CSharp/CSharp_927308.html and used it, however ...
0
votes
1answer
87 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
votes
1answer
57 views

Are the prefabs stored in RAM or in the Hard disk? (Unity3D)

I have many prefabs objects (65 MB) in an Unity3D project. My game use 100 different levels with combinations of the prefab objects. What is better create 100 scenes or create only one scene where ...
-1
votes
1answer
137 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 ...
3
votes
0answers
134 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
20 views

Bullet btGImpactCollisionAlgorithm

I have a question about Bullet and in particular GImpact. When, the collisiontestpair(a, b) is called where GImpact pair check algo will be called on the btGImpactMeshShape, does it do a AABB tree ...
1
vote
0answers
40 views

Browser game - small models with tileable textures vs one big model and one big texture

I am few years behind in terms of browser capabilities. I plan to combine 3D with pixel art, and I am going to use Unity to make a browser based game. I have made a stage that is one model and has ...
1
vote
0answers
76 views

Unity sprites are no longer batched after the object rotates/moves

With Unity 5 and access to the profiler, I'm running our game through some stress tests so I can find where our performance issues are. While testing having 1024 units on the screen with 4 selection ...
1
vote
0answers
229 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: ...
1
vote
0answers
121 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
121 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
87 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
85 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
216 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
30 views

How should I go about scripting voxel behavior?

I'm trying to add scripting to my voxel application. The scripts are meant to define blocks and their behaviors. However, this also means I must have unique data for each block since the script is ...
0
votes
0answers
25 views

Performance and HotSpots

Usually, when discussing on performance in games, cache misses and localities come like the real problem. But i feel like videogames are too focus optimization in that way. For example, the author of ...
0
votes
0answers
36 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
35 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 ...
0
votes
0answers
46 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
108 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
101 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
61 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
52 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
156 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 ...