The efficiency tag has no wiki summary.
0
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Drawing and rotating bitmaps (with transparency) efficiently in Android
I just started making a game for Android and I'm already having some issues regarding performance.
You can imagine the game as being some kind of Tower Defense game with a top-view, and the enemies ...
0
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1answer
207 views
Collision Detection: Simulation Inexplicably Slowing Down/How To Efficiently Calculate Extremes In Each Dimension
BACKGROUND: As discussed here: Fast 2D collision detection in an unbounded space I am working on a collision detection algorithm for a simulation. The catch that makes this case unique is that the ...
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0answers
56 views
In AS3, would it be more efficient to initialize a grid of spaces on a level as a Dictionary or an Array?
I've just started making a video game in AS3, and I'm trying to keep the graphics, sound, and actual game state in three completely different spots and sets of classes. That being the case, the ...
1
vote
1answer
175 views
Efficient Way to Draw Grids in XNA
So I am working on a game right now, using Monogame as my framework, and it has come time to render my world. My world is made up of a grid (think Terraria but top-down instead of from the side), and ...
6
votes
1answer
365 views
Android game loop's effect on cpu/battery usage - unexpected results
I will try to keep this question as concise and as readable as I can.
I recently came across an odd problem with my Android game that I'm developing.
It's an openGL ES 2.0 game and initially I was ...
0
votes
1answer
81 views
Efficiency concerning thread granularity
Lately, I've been thinking of ways to use multithreading to improve the speed of different parts of a game engine. What confuses me is the appropriate granularity of threads, especially when dealing ...
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votes
4answers
261 views
Need efficient way to keep enemy from getting hit multiple times by same source
My game's a simple 2D one, but this probably applies to many types of scenarios.
Suppose my player has a sword, or a gun that shoots a projectile that can pass through and hit multiple enemies.
...
2
votes
1answer
365 views
High CPU usage on Pong clone
I just made my first game, a clone of Pong, using OpenGL and C++. But its using ~50% of the CPU, which I guess is very high for a game like this. How can I improve that? Can you please look up my code ...
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2answers
1k views
Efficient way to render tile-based map in Java
Some time ago I posted here because I was having some memory issues with a game I'm working on. That has been pretty much solved thanks to some suggestions here, so I decided to come back with another ...
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2answers
574 views
Checking collision in an array - is there a better way?
MSDN suggested this, but I'm worried about it slowing down the game when there are a lot of objects to check:
for (int i = 0; i < enemy.Length; i++)
{
if (enemy[i].isActive)
{
...
2
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2answers
3k 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 ...
2
votes
3answers
545 views
What's an efficient way to represent game state for networked games?
I've done a little bit of network coding for games before, but primarily with TCP for games that don't really need to simulate real-time interaction. I am working on a (somewhat) simple 2D Java game ...
1
vote
1answer
335 views
How can I render player movement on a 2d plane efficiently?
I'm prototyping a 2d HTML5 game with similar interaction to Diablo II. (See an older post of mine describing the interaction here: How can I imitate interaction and movement in Diablo II?)
I just got ...
1
vote
2answers
225 views
How to track and find entities within radius in realtime game?
What is best approach to implement tracking in real time for, say, 1000 npcs? Every frame update simple a square grid (remove or insert into linked list) and every time check in square radius? I tried ...
6
votes
4answers
1k views
Is there a way to increase the collision check efficiency of a system of n objects?
I'm making a game that consists of many onscreen objects, one of which is the player. I need to know which objects are colliding every iteration.
I made something like this:
for (o in objects)
{
...