The Stack Overflow podcast is back! Listen to an interview with our new CEO.
Search type Search syntax
Tags [tag]
Exact "words here"
Author user:1234
user:me (yours)
Score score:3 (3+)
score:0 (none)
Answers answers:3 (3+)
answers:0 (none)
isaccepted:yes
hasaccepted:no
inquestion:1234
Views views:250
Sections title:apples
body:"apples oranges"
URL url:"*.example.com"
Favorites infavorites:mine
infavorites:1234
Status closed:yes
duplicate:no
migrated:no
wiki:no
Types is:question
is:answer
Exclude -[tag]
-apples
For more details on advanced search visit our help page
Results tagged with Search options questions only user 1021

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.

8
votes
1answer
I'm always looking for ways to improve the smoothness of my games. When I read around the net I come across the term "vsynched" quite often. What does vsynched mean?
asked Feb 18 '11 by MrDatabase
5
votes
5answers
I'm interested in some performance tweaks for a relatively simple OpenGL ES based 2D iPhone game. What performance tweaks have you found? The performance of the game is pretty good on most devices …
asked Jul 25 '10 by MrDatabase
14
votes
2answers
Is it possible to describe an "optimal" (in terms of performance) layout for a 2D side-scroller's game loop? In this context the "game loop" takes user input, updates the states of game objects and … gameObjects) g.update(); However I think this approach can create performance issues. On the other hand all game objects' data and functions could be global. Which would be a maintenance headache …
asked Feb 6 '11 by MrDatabase
2
votes
4answers
rendering is done at 60 fps. Would the following conversion from Objective-C to c improve the performance at all? // current Objective-C function - (void) updateSomething { // simple update like … post. The author mentions substantial performance improvements when making a similar conversion. Cheers! Edit: after running w/ the CPU Sampler instrument in XCode it looks like about 65% of the function calls are to mach_msg_trap. objc_msgSend apparently takes up a trivial amount of resources. …
asked Aug 23 '10 by MrDatabase