Questions tagged [performance]
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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Efficient minimum distance between two axis aligned squares?
I have two 2D arbitrarily-positioned axis-aligned squares.
I need to find the minimum distance between those squares – i.e. if you were to draw them, what's the length of the shortest line you could ...
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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'; ...
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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 ...
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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 ...
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2D Game has very bad lag because of one script?
I am making somewhat of a flappy bird clone (mostly for practice) and everything works fine, but it is just really slow with a low FPS of 13 and a max FPS of 28. Why would this be?
So I ran a check ...
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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 ...
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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:
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Approaches for storing grid-like information
I am drawing this simple grid on my NodeJS server:
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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). ...
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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 ...
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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 ...
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ECS: is it beneficial to manage the data organisation of components before updating a system?
When I process a bunch of component data, I'd like that data to be sorted in such a way that I can iterate through the component buffers linearly. For instance when I want to update the physics system,...
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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:
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Multiple buffering in OpenGL on Windows
What is the most common way modern games perform triple buffering ?
What does the SwapBuffers exactly do in terms of OpenGL states ?
Is it possible to perform double and triple buffering independently ...
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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 ...
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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 ...
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3D picking for mouse move event
I implemented color picking recently and I would like to use it as kind of highlight when mouse is over an object but I am concerned about performance. Color picking requires whole frame to be drawn, ...
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How to check if gun may shoot again (because animation has stopped playing)?
When the user presses the fire button, I set a trigger:
_animator.SetTrigger("HG_Shoot");
This trigger causes a "pistol shoot" animation to be ...
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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 ...
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lag spikes and low fps
fighting up to two dozen enemies at once the game runs perfeclty smooth...
30 enemies and the game starts to go from the 300-480 fps down to 30-180.... 60 enemies and all attacking at once...the game ...
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Why are clipping planes... plane?
A frustum is used to clip geometry, deciding which parts of it are visible. It seems that most cameras use a frustum shaped as a pyramid segment, i.e. a box between two rects of equal alignment on ...
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How does billboarding 3D sprites affect performance?
I was reading the Unity manual on trees and one of the claims made is as follows:
Unity uses optimisations (eg, billboarding for distant trees) to maintain good rendering performance...
I was ...
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Unity - strange performance impact with moving objects
I'm trying to find the solution for 46 hours now and I'd be really happy if someone knows it!
I'm using a DOTween library for moving the objects. I also use ...