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There are lots way of optimization including LOD - hig and low poly object display according to camera Culling - show only camera frustam obects mesh combine - combine meshes World streamer (dividing scene into sub-scene then load/unload according to camera position) Maybe what you are talking about is the fourth option divide your scene into multiple ...


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Check broad-phase collision detection. Example link That would reduce the collision detection cost. Then figure out WHAT causes your performance drop. Virtual method calls themselves are not that expensive - 1000 of them in a frame will definitely NOT cause a slideshow. Perhaps the message system is slow? The message creation copies data by value? etc etc. ...


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It would appear your rendering logic is completely flawed. Take a look at this question and it's answers, you appear to be doing some of the same errors I previously did. Canvas - good rendering practices? About Projectiles Drawing one rectangle will literally never have any noticeable impact on your frames so there is obviously a flaw elsewhere, ...


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If you have an android or apple device, there's a program called chordbot which I use to compose my music http://www.chordbot.com/ Using it will help you understand music theory by introducing it to you in a far more real-time environment than other composition software and it can output musical score so you can put that keyboard of yours to use :D If ...


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This is one of many ways out there (This is what i think and probably not the best). This way is probably a little expensive to do. But here we go. Try to split the rendering step into 3 parts (Your spritesheet count) and for each part try to call the draw call as few as possible (batching) using the same texture/spritesheet. If you have a trouble on the ...


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Primitives get rendered in the order they're found in the vertex buffer or index buffer if you're using one. You can use the index buffer to sort your primitives to render multiple mesh at different z-orders without having to move the vertices around in a single draw call provided they all use the same render settings (shaders, textures, blending, etc). So ...



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