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What algorithm is best for finding non-static nearest neighbors on a 2d grid?

An alternative I found was Spatial Hashing. The basics work as such: If I was given a 100x100 world, it would be split into 10x10 chunks. Each chunk holds all the entities in its 10x10 world area. ...
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Use of CPU vs. GPU on mobile devices

As far as I understand it, the main bottleneck on mobile GPUs these days is memory bandwidth. They're designed to work on a tile at a time, using a small but very fast on-chip cache to hold the data ...
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How to prevent a huge backlog of physics calculations from freezing browser when tabbing out of browser game?

Okay, I think I found the actual answer. This prevents all freezing from occurring (because it keeps your game running in the background even if you tab out). Here's how you do it: First, in your main ...
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How to prevent a huge backlog of physics calculations from freezing browser when tabbing out of browser game?

Looks like I found a decent solution. So while requestAnimationFrame doesn't really seem to run at all when the tab is tabbed out (makes sense), ...
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How to prevent a huge backlog of physics calculations from freezing browser when tabbing out of browser game?

The way the Unity engine solves the problem of freezing the game while physics catches up is to enforce a maximum value the accumulator can ever hit. You can implement this by replacing ...
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Why do prefabs speed up loading?

So the original question "why do prefabs speedup loading" is an very interessting question. You may check out the memory part of the profiler when working with prefabs. Every asset you once ...
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