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.
2
votes
1answer
80 views
How can I access bitmaps created in another activity?
I am currently loading my game bitmaps when the user presses 'start' in my animated splash screen activity (the first / launch activity) and the app progresses from my this activity to the main game ...
-1
votes
1answer
49 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
290 views
FPS Drop after upgrading to XCode 4.3
I'm hoping someone else has experienced this and subsequently found a solution as I am about to light my own hair on fire in frustration.
Simply put, I was creating a Cocos2D app using XCode 3.2.6 ...
2
votes
0answers
268 views
Improving performance of a particle system (OpenGL ES)
I'm in the process of implementing a simple particle system for a 2D mobile game (using OpenGL ES 2.0). It's working, but it's pretty slow. I start getting frame rate battering after about 400 ...
2
votes
0answers
106 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
0answers
146 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 ...
1
vote
0answers
39 views
Accessing variables from non-neighbouring classes specifically in game development (Android)
Edit
Using direct access while breaking the law of demeter looks like this:
res.sprite.drawQuad(res.sprite.xScreen,res.sprite.yScreen, mMVPMatrix);
Using proxy methods / getters / setter looks ...
1
vote
0answers
123 views
DRY 0-bandwidth-overhead-serialization in C#: virtual, delegates or reflection?
I'm (de)serializing some datastructures for a network-multiplayer game, and for each datastructure that's to be (de)serialized, I want to define the order of (de)serialization only once for ...
1
vote
0answers
36 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
58 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
275 views
shader-based particle systems
I have a classic particle system where each particle is represented by a quad and, each time step, I move each particle.
My target is webGL which means I don't have instancing, attribute divisors nor ...
1
vote
0answers
115 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
47 views
iOS billboard rendering performance
What is the fastest way to render semi-transparent billboards (for a particle system) on iOS? I'm currently using GLES1, but if required for performance I can switch to GLES2.
Does sorting the quads ...
0
votes
0answers
80 views
Opengl binding shaders vs binding buffers performance
Quick question for an opengl guru, I'm in the process of building a render queue and can either reduce the number of shader binding or the number of vertex buffer binding. I just want to know which ...