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 answers only user 8240

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.

9
votes
as useful a performance metric as CPU clock-speeds: at best an order-of-magnitude approximation. These metrics are usually taken under ideal, benchmarking conditions, not real-world situations. In …
answered Apr 13 '12 by Nicol Bolas
12
votes
: performance is being sacrificed on the PC. But what is gained is vendor neutrality to a very great degree. The ability to write the same code that works on different hardware. There is the potential for …
answered Aug 19 '11 by Nicol Bolas
13
votes
rather complex. std::map std::map is a specific implementation of an associative array. And while it is the shortest associative array in the standard library, it has certain performance quirks … allocator case, certainly. But iteration will be quite fast. However, what matters most is that you think about how much this matters. Is your game performance heavy at all? More specifically, is your …
answered Jun 19 '13 by Nicol Bolas
2
votes
Well, let's get the simple stuff out of the way first. You have this map between strings (the name of the event, presumably) and integers (the index of the registered event listeners). Lookup time in …
answered Sep 27 '11 by Nicol Bolas
2
votes
much about the overhead of standard library structures, cache performance of them (which is highly compiler dependent anyway), or that sort of thing. Not to mention, you usually don't get to pick your …
answered Aug 1 '11 by Nicol Bolas
23
votes
, can this be substantially worse than if I had used vertex arrays? Can it? Yes. OpenGL defines functionality, not performance. You can indeed make things much slower. Or you can make things faster … core is available, but not the compatibility profile. That doesn't necessarily mean anything for performance techniques on one versus the other. But it does mean that if there are differences, that is the platform you will see them on. …
answered Jan 1 '12 by Nicol Bolas
5
votes
The problem is that the framerate is too low given the simplicity of the rendering job. Simplicity? You're doing deferred rendering. That's not simple. You're obviously fillrate-limited (as par …
answered Jul 14 '12 by Nicol Bolas
7
votes
index lists select individual meshes from. Vertex attrib binding brings with it entirely new ideas, the specific performance of which are not entirely clear. However, since vertex attribute binding …
answered Aug 10 '12 by Nicol Bolas
3
votes
that's what you need to compare it to: setting up the data for an instance, then drawing it, then setting up the data for the next instance. It's meaningless to test the performance between rendering 10,000 individual instances and 10,000 copies of the same object using the same rendering state. …
answered Dec 5 '17 by Nicol Bolas
5
votes
There is no "best overall". This is where the prohibition about premature optimization comes from; neither method is likely going to impact your performance in any measurable way. Personally, I …
answered May 23 '12 by Nicol Bolas