The process of modifying software to make some part of it work more efficiently or use fewer resources. Generally, this means it executes more rapidly, or will require fewer resources.
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2answers
84 views
Which isometric angles can be mirrored (and otherwise transformed) for optimization?
I am working on a basic isometric game, and am struggling to find the correct mirrors.
Mirror can be any form of transform.
I have managed to get SE out of SW, by scaling the sprite on X axis by -1. ...
-2
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0answers
123 views
Open source vs commercial game engines [closed]
How do commercial game accomplish stunning graphics with smooth game play? I am a huge die hard fan and follower of free software, but I've got to admit commercial games do an excellent job.
Games ...
2
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0answers
55 views
Performance tracking/monitoring in games
Let's say I have an online game with a downloadable client / browser plugin.
I want to track performance of my software and automatically send summary to the server. Let it be fps, latency, load time, ...
0
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2answers
166 views
My grid based collision detection is slow
Something about my implementation of a basic 2x4 grid for collision detection is slow - so slow in fact, that it's actually faster to simply check every bullet from every enemy to see if the ...
1
vote
1answer
139 views
Grid based collision - How many cells?
The game I'm creating is a bullet hell game, so there can be quite a few objects on the screen at any given time. It probably maxes out at about 40 enemies and 200 or so bullets. That being said, I'm ...
2
votes
1answer
123 views
Regarding cel-shading of existing games
Is it possible to cel-shade existing games through API interception? I would assume yes.
If done properly, could cel-shading be used as a rendering optimization technique? This means, rather than ...
2
votes
3answers
176 views
glGetFloatv – should it be avoided? Can it be replaced?
Platform is OpenGL ES 1.x. I am using glGetFloatv() to get MODELVIEW matrix. This allows me to compute points, where I need to draw a shadow effect. This is very handy, as I can forget about ...
0
votes
2answers
128 views
Scene management for 3D editor
I need a scene graph/management method for a 3D editor (brute force rendering is not really a possibility), where lots of data (geometry) are constantly being modified, it also would need to work ...
1
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1answer
109 views
Intercepting DirectX calls and optimizing the overal performance of games
I would like to use a DirectX proxy dll to intercept (and possibly optimize) the graphics calls being made by normal PC games. I am going to "screen cast" a game with ffmpeg or something similar and ...
1
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2answers
314 views
Effecient tilemap rendering
I have done mostly tile based games, but never really bothered with optimization. I always just rendered all the tiles that convered the viewport.
I am currently working on platformer for a mobile ...
-1
votes
4answers
361 views
Collision detection between many objects
I'm working in a 2d environment and have hundreds of objects, brute force collision checking would be out of the question, but would my method below work?
For example, lets say I have a ...
0
votes
2answers
132 views
Boolean checks with a single quadtree, or multiple quadtrees?
I'm currently developing a 2D sidescrolling shooter game for PC (think metroidvania but with a lot more happening at once). Using XNA.
I'm utilising quadtrees for my spatial partitioning system.
All ...
3
votes
0answers
117 views
How to generate portal zones?
I'm developing a portal-based scene manager. Basically all it does is to check the portals against the camera frustum, and render their associated portal zones accordingly.
Is there any way my editor ...
0
votes
1answer
118 views
Recasting and Drawing in SDL
I have some code that essentially draws a column on the screen of a wall in a raycasting-type 3d engine. I am trying to optimize it, as it takes about 10 milliseconds do draw a million pixels using ...
1
vote
2answers
90 views
What calls trigger a new batch?
I am finding my project is starting to show performance degradation and I need to optimize it. The answer to my previous question and this presentation from NVidia have helped greatly in understanding ...