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.
1
vote
0answers
33 views
Different ways to pass Textures into HLSL shaders
The GraphicsDevice class of xna 4 has the properties Textures and VertexTextures.
What is the exact difference? I don't really understand what MSDN tells me about this.
I usually use Effect ...
0
votes
1answer
32 views
Timing Calculations for Opengl ES 2.0 draw calls
I am drawing a cube in OpenGL ES 2.0 in Linux.
I am calculating the time taken for each frame using below function
#define NANO 1000000000
#define NANO_TO_MICRO(x) ((x)/1000)
uint64_t getTick()
{
...
7
votes
2answers
199 views
Fast lighting with multiple lights
How can I implement fast lighting with multiple lights?
I don't want to restrain the player, he can place an unlimited number and possibly overlapping (point) lights into the level.
The problem is ...
2
votes
1answer
122 views
Why is there high performance hit with many meshes?
I am currently reading upon Geometry Instancing, as I want to render a lot of animatable objects on the screen.
However I have come to a more fundamental question first: Why do I even need to use it?
...
0
votes
1answer
78 views
Directional light causes an FPS drop
I have only one object in the scene and it is lit with a directional light. It uses the mobile/diffuse shader. The issue is that on iPhone 4 the FPS drops from ~42FPS to ~11FPS when the directional ...
0
votes
1answer
72 views
Poor mobile performance when running from Eclipse
So after weeks of thinking my rendering code was bad, I accidentally discovered the following:
Running my game on a Nexus S
From Eclipse (Debug as -> Android application): 12fps
From the device
...
4
votes
1answer
73 views
Multiple render targets: Output target format performance questions
This is probably API independent (more dependent on hardware implementation), but just in case, I'm using OpenGL.
The question is restricted to PC hardware.
I have a couple of questions concerning ...
0
votes
0answers
54 views
Rendering tile maps for mobile devices
Hitting a bit of a roadblock with my game's development and I'm just looking for some outside advice.
I'm trying to render a tilemap for my mobile game (Android) and I'm using LibGDX.
Now, here's ...
2
votes
1answer
129 views
Controlling Constantly Running AIs
So, I'm not really sure where to start with this question. Feel free to tell me I'm stupid and Off Topic but I'd also like you to tell me why.
So, the maps in the game I am designing will consist of ...
2
votes
1answer
272 views
Small, High-Speed Object Collisions: Avoiding Tunneling
EDIT/UPDATE: My biggest question right now is whether step 3's "t=..." equation is a good idea or there a better way to do it. Most other issues have been partially or fully addressed, but no ...
-1
votes
1answer
72 views
Game Engine Design for the LWJGL [closed]
I'm about to begin on the engine for the game I am making. However, I am quite uncertain how I should design it. I have heard lots about threaded games, component and asynchronous systems. I'm ...
0
votes
4answers
162 views
HTML5 Jump and Run Game Performance issues
we're developing a HTML5/Javascript jump and run game and therefore we have developed our own gameframework.
It consists of following most important structures:
Stage/Scene/Layer: divs
...
-1
votes
1answer
43 views
Creating and drawing models efficiently
As I am learning the basics of game programming (in xna), I want to start creating simple 3d models and draw them (I'm already able to draw, control and animate them).
I want to create the following: ...
3
votes
1answer
140 views
Javascript tile map -> bitmap or JSON
I would like to know which idea is better in terms of performance.
The map is 5000x5000 tiles and I plan to expand it even more. It is split into 50x50 regions and camera doesn't move with player, ...
2
votes
1answer
138 views
Alpha Blending performance on IOS
I've got few questions without responses about my game development, can you help me? Here is the questions:
In my game when a large object appear on the screen, the GPU go to his limits, my ...