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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Is this Code saving performance ? It is kind of a Occlusion Culling

I wanted to do Occlusion Culling on my Scene but I just get a bunch of Errors like "Couldn't load geometry..." etc. I tried to do like another way but the same thing, the Occlusion Culling just ...
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2answers
100 views

How can I boost cache performance when storing objects in a scene with managed languages?

So, for reasons that I won't go into (has to do with my team more so than a good objective reason, unfortunately), I'm building a soft game engine in C# on top of SharpDX. C++ wasn't an option. I can'...
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1answer
142 views

What functional abstraction to use for multi-agent simulation?

this is quite a broad question, touching a few different fields, so let me know if there's a way to narrow it down. What I would like to know is your opinions on what abstraction to use for my use ...
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507 views

Too slow for cycle in Pygame

I'm using Pygame for Python 2 and I have the following code: ...
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0answers
72 views

Most efficient way to modify character mesh at run time

What is the most efficient way in unity to alter the mesh of a character in this scenario: When the player pick up an item: -A part of the mesh should be replaced, for example, the left arm is ...
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2answers
293 views

How do I make 3d Sprites like Myth did 20 years ago?

The game that Bungie cut it's AAA chops on: Myth: The Fallen Lords. about 20 years old now. https://en.wikipedia.org/wiki/Myth:_The_Fallen_Lords For the time, it had a pretty revolutionary way of ...
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1answer
152 views

In theory, would an erosion algorithm compute faster on a GPU than CPU?

I'm planning to port an erosion algorithm from CPU to GPU, in theory, will it be faster or would it be better to multi-thread it on the CPU? The algorithm has quite a lot of if statements and loops ...
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1answer
867 views

Unity - Create terrain in Blender?

I am going to make a terrain ( not too big ) for my RTS and I was wondering whether to use Unity's terrain tool or create a terrain in Blender and import it to Unity?..I have been told that Unity's ...
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1answer
105 views

What is a good budget ratio for computation time?

What sort of budgets do they put on computation time? For example, lets say a football game needs to run at 50 frames per second. That means that each frame can only be 20 milliseconds long. How is ...
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0answers
212 views

Unity has extreme lag while deleting trees from terrain

So I have a terrain with sections of water in it. I just placed a whole bunch of trees in the scene with mass place. However, it spawned trees in the water which I obviously want to remove. But when I ...
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1answer
362 views

Measure elapsed gpu time of draw call

I'm rendering to a texture via DrawIndexedPrimitive (SharpDx). In some specific situations, the framerate drops significantly when doing this render. The framerate can be improved by rendering to a ...
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2answers
3k views

HPA* Pathfinding, building the hierarchical graph is too slow

So I have a graph, roughly grid shaped, that is about 300*300 nodes large. Even at this size, however, traditional a star takes 20 seconds to run in some cases. So I implemented an HPA* algorithm to ...
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What's the fastest collision detection (Game Maker)

I want to build a simulator using Game Maker in which there are many (up to hundreds) of obj_Cell, each has a radius of 10, (they don't have sprites, they just draw ...
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1answer
474 views

How to update everything but 1 thing in pygame and python

What I'm doing So I'm developing a game for my Computer Science final with python & pygame. It's done other then I have to make a main menu. I've been developing it over the last 2 weeks because ...
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1answer
498 views

Best way to draw a textfield in OpenGL, when performance really matters?

I'am creating my own GUI library in LWJGL (opengl for Java). I already managed in creating buttons and panels, and I've also got the hover and active states of the components implemented. This ...
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1answer
154 views

Should chunks be procedurally generated client-side or server-side?

I'm developing a game with a friend that involves a procedurally generated map. My question is... Should the client generate the chunks, or should the client make a request to the server, and the ...
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1answer
126 views

What to do with unused vertices?

Imagine yourself a vertex array in OpenGL representing blocks in a platform game. But some vertices may be not used. The environment is dynamic, so there always some vertex may suddenly become ...
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1answer
353 views

How do I represent blended tiles in a mesh/vertex array?

I recently started making a Terraria clone using the LÖVE library, which is based in OpenGL. In Terraria, for each tile, there is a large texture with all possible combinations for merging with ...
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3answers
986 views

Why do prefabs speed up loading?

I have a scene with a massive terrain. It took a long time to load (approximately 60 seconds) when I pressed play. I am in the editor. I prefabbed it. Now it only took about 5 seconds to load when ...
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1answer
492 views

Performance drawing in Pygame

Relevant background information I'm developing a game for a high school computer science performance task in python & pygame. I'm using objects and all the code is working well for me. The game ...
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2answers
146 views

Build SDL_Surface before blitting it

I have a function in which I'm looping y and x over my array of sprites. That's a lot of loops, and it is very slow; I'd like to ...
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1answer
279 views

Optimised server structuration

I've been wondering a lot lately about how to make an optimised server structuration, and i came to the conclusion that i severely lack knowledge on the subject. I'll be doing this with either C, C++ ...
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1answer
105 views

How do I manage monster tables and item databases in my Android game?

To learn more about AI during combat, I made a demo in Unity where a player would fight a creature in an arena. I started here because I plan to implement the system I'm working on in another game. In ...
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1answer
161 views

VBO Performance issues

I'm making a 2D Tile based game in OpenTK at the moment. Performance was really bad (laggy and slow) with direct drawing, so I switched to VBOs. The performance hasn't changed, it might even be slower ...
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488 views

real time lights and high quality shadows in webgl build

I have a game in which there are a lot of objects constantly moving around and a lot of real time lights with their setting set to highest, I'm building my game as webgl and this is costing me a lot ...
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3answers
115 views

Unity “Update” method with lots of objects with logic

In my game I'm working on in Unity, I want to have energy and machines (i.e ore processing machines, smelting (think Minecraft modded)), but I was thinking about performance. The player could have ...
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268 views

Performance optimization when changing Textures LibGDX

In the main Screen class of my game there is a ListArray<Card> which makes up the deck ...
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1answer
268 views

What is more performance friendly?

I'm wondering what is more performance friendly: 1) Rendering a texture (in a seperate RenderTarget2D) and reuse it. (That will use multiple spriteBatch.End() / <...
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2answers
179 views

Is it a good idea to perform all matrix operations on the GPU?

I was wondering if it is a improvement to use OpenGL for matrix calculations instead of using the CPU. And if it is a improvement, is it worth it to change the math class to use OpenGL?
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1answer
117 views

Closest to hardware/fastest pixel manipulation

I am currently working on the concept of a game, but I'm running into some problems. For the game, I'd like to be able to directly change pixels on screen. However, all approaches that I tried so far ...
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1answer
76 views

Feasibility of nested voxels

Out of curiosity, does anyone know how feasible it would be to have a voxel engine that allowed for voxels within other voxels? For example, you would have the usual chunks filled with voxels, but ...
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1answer
442 views

DirectX 11 instance mesh performance

Today my question is a about instance mesh performance in DX 11, the way I do my instancing is the standard way I think, its the same way I did it in XNA. To start with each frame(every 2nd) I build ...
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1answer
799 views

Only 20fps framerate in libgdx Android with ~190 Actors being drawn

I'm getting bad frame rates while developing a game on Android. I have been developing on desktop too and only have the issues on Android. I am testing with a Nexus 6 (can't imagine how badly it ...
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2answers
2k views

Difference between using Tags and GetComponent

I was implementing a basic "check if the player enter the trigger" behaviour and I get myself wondering about this question: What the difference between this: And this: I guess it is a performance ...
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4answers
201 views

Optimizing thousand objects manipulation

I am developing a clone Minecraft for the purpose of study. I am working with Java and LibGDX. I have read some other codes on web, and reading LibGDX tutorials and currently I could develop something ...
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1answer
316 views

libGDX - Scene2d Actions or Frame Animation, which is better for performance?

I only use Scene2d for the UI layer of my libGDX game. But I need some animations like fading or rotating on my players. Which is better for performance: Scene2d fade action or having multiple ...
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2answers
1k views

Is it OK to use 6-7k texture map in Unity?

I want to unwrap all my car into one texture (interier, wheels and e.t.c), so for better quality i need to use one big 7k texture. Is it OK or the better choice is to make smaller ones for groups ?
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1answer
507 views

Rendering with sdl_gfx is so slow, any alternative?

I have been using sdl_gfx ( sdl2 extension library https://github.com/ferzkopp/SDL_gfx ) to make Android games, I have always noticed that rendering primitives is so slow. So I was rendering it once ...
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2answers
93 views

Any major perf (or otherwise) concerns with rendering to/from big partial texture rather than multiple?

I have a very low res mobile game I'm working on that takes multiple rendering passes followed by a pass the composes them. Currently, I have a tex for each pass- each of which gets given to the ...
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0answers
571 views

Libgdx - Building dynamic 3d models with Modelbuilder/MeshPartBuilder while rendering

Context: I'm building a mobile game targeted for android with libgdx. It's an endless highscore based game. The environment/terrain is build dynamically. It's kind of a maze/wall/block terrain. I'm ...
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1answer
1k views

When should one use LibGDX's FrameBuffer and when SpriteCache?

In my game I have some graphics that I want to draw once and only redraw whenever something is changed by the player. Now, I'm wondering, whether I should use the ...
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1answer
248 views

Smoothness & performance issues of new game [closed]

I've written the basics of a new game which just includes a game loop that can update and render basic game objects so far. I want to ensure that what I've written so far is as good as it can be and ...
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0answers
1k views

Should I combine multiple tiles of terrain as one mesh in Unity3D?

I have a tiled terrain, generated by multiple noise algorithms. Currently, each tile is it's own GameObject, that has a handler for an ...
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2answers
597 views

DirectX Performance Issue: Rendering to texture

Brief introduction: I'm programming a game and, till now, I've runned it on my desktop. This morning I decided to try it on my laptop (a i3-4005u with a gt920m) to see cpu/gpu usage and, with my ...
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0answers
82 views

PHP development for online games [closed]

I am not pro on programming and games but i had developed an online browser-based game with php . Now i am creating a game like a chess that it do not needs an live-stream and FPS data exchanges. I ...
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1answer
54 views

Is it feasible to stream your game when the screen is small?

My game consists of a very small screen (256x256). Behind that screen, though, there is a lot of very, very expensive ray tracing going on, which requires a very powerful GPU. Moreover, all clients ...
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2answers
1k views

How to read rendered textures back without killing performance

I have an application where I need to render some OpenGL based dlls, read the rendered textures back, and send them to another directx based application that will render them in directx. Right now, I ...
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1answer
507 views

Java Graphics - big images slowing down

I'm working on a little game for learning purposes so please don't recommend me to use any library like libgdx or slickutils. I have just one simple question. Does rendering bigger images with ...
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1answer
70 views

JVM voxel game engine lag spikes

I'm experiencing short lag spikes after some voxel chunks have been created while not moving the camera around. I profiled the application: the JVM implementation uses a lot more memory, about 2.5 ...
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1answer
205 views

LibGDX - How do you load huge spritesheets?

As we know, there is a GL_MAX_TEXTURE_SIZE on each mobile phone which makes things really hard. I write an app for all mobile devices and I need to load some huge ...

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