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.
0
votes
1answer
24 views
VBO Performance issues
I'm making a 2D Tile based game in OpenTK at the moment. Performance was really bad (laggy and slow) with direct drawing, so I switched to VBOs. The performance hasn't changed, it might even be slower ...
0
votes
0answers
23 views
Can I map uniform variables?
I'm literally just starting with GLSL, I'm using python and I actually can't run 330 (intel hd3000 on Debian) so I'm using 130, so far is ok.
I started using in first and didn't know about uniform ...
0
votes
0answers
20 views
real time lights and high quality shadows in webgl build
I have a game in which there are a lot of objects constantly moving around and a lot of real time lights with their setting set to highest, I'm building my game as webgl and this is costing me a lot ...
4
votes
3answers
84 views
Unity “Update” method with lots of objects with logic
In my game I'm working on in Unity, I want to have energy and machines (i.e ore processing machines, smelting (think Minecraft modded)), but I was thinking about performance. The player could have ...
0
votes
1answer
29 views
Performance optimization when changing Textures LibGDX
In the main Screen class of my game there is a ListArray<Card> which makes up the deck of cards . The Card's texture is set in the constructor like so :
cardTexture = new Texture(Gdx.files....
0
votes
0answers
26 views
swapbuffer is slow, and even i don't use any render code
Even i delete all the main loop code, only use swapbuffer function the FPS didn't change any more。 there is my render code
for (int i = 0; i < 6; ++i)
{
glBindFramebuffer(GL_FRAMEBUFFER, ...
0
votes
0answers
12 views
canvas tile engine optimal drawing technique
I'm building a top down racing game in HTML5. I'm currently experimenting with performance. I currently have about 8 layers that I draw on the canvas with the car in the middle and 4 background and 4 ...
0
votes
1answer
54 views
What is more performance friendly?
I'm wondering what is more performance friendly:
1) Rendering a texture (in a seperate RenderTarget2D) and reuse it. (That will use multiple spriteBatch.End() / spriteBatch.End() calls, every drawing ...
0
votes
2answers
126 views
Is it a good idea to perform all matrix operations on the GPU?
I was wondering if it is a improvement to use OpenGL for matrix calculations instead of using the CPU. And if it is a improvement, is it worth it to change the math class to use OpenGL?
0
votes
1answer
40 views
Closest to hardware/fastest pixel manipulation
I am currently working on the concept of a game, but I'm running into some problems.
For the game, I'd like to be able to directly change pixels on screen. However, all approaches that I tried so far ...
0
votes
1answer
30 views
Feasibility of nested voxels
Out of curiosity, does anyone know how feasible it would be to have a voxel engine that allowed for voxels within other voxels? For example, you would have the usual chunks filled with voxels, but ...
0
votes
1answer
25 views
DirectX 11 instance mesh performance
Today my question is a about instance mesh performance in DX 11, the way I do my instancing is the standard way I think, its the same way I did it in XNA.
To start with each frame(every 2nd) I build ...
0
votes
1answer
76 views
Only 20fps framerate in libgdx Android with ~190 Actors being drawn
I'm getting bad frame rates while developing a game on Android. I have been developing on desktop too and only have the issues on Android. I am testing with a Nexus 6 (can't imagine how badly it ...
1
vote
2answers
67 views
Difference between using Tags and GetComponent
I was implementing a basic "check if the player enter the trigger" behaviour and I get myself wondering about this question:
What the difference between this:
And this:
I guess it is a performance ...
1
vote
4answers
97 views
Optimizing thousand objects manipulation
I am developing a clone Minecraft for the purpose of study. I am working with Java and LibGDX. I have read some other codes on web, and reading LibGDX tutorials and currently I could develop something ...
0
votes
1answer
31 views
libGDX - Scene2d Actions or Frame Animation, which is better for performance?
I only use Scene2d for the UI layer of my libGDX game. But I need some animations like fading or rotating on my players.
Which is better for performance:
Scene2d fade action or having multiple ...
2
votes
2answers
136 views
Is it OK to use 6-7k texture map in Unity?
I want to unwrap all my car into one texture (interier, wheels and e.t.c), so for better quality i need to use one big 7k texture. Is it OK or the better choice is to make smaller ones for groups ?
-1
votes
1answer
58 views
Rendering with sdl_gfx is so slow, any alternative?
I have been using sdl_gfx ( sdl2 extension library https://github.com/ferzkopp/SDL_gfx ) to make Android games, I have always noticed that rendering primitives is so slow.
So I was rendering it once ...
1
vote
2answers
58 views
Any major perf (or otherwise) concerns with rendering to/from big partial texture rather than multiple?
I have a very low res mobile game I'm working on that takes multiple rendering passes followed by a pass the composes them. Currently, I have a tex for each pass- each of which gets given to the ...
1
vote
0answers
69 views
Libgdx - Building dynamic 3d models with Modelbuilder/MeshPartBuilder while rendering
Context: I'm building a mobile game targeted for android with libgdx. It's an endless highscore based game. The environment/terrain is build dynamically. It's kind of a maze/wall/block terrain. I'm ...
0
votes
1answer
53 views
When should one use LibGDX's FrameBuffer and when SpriteCache?
In my game I have some graphics that I want to draw once and only redraw whenever something is changed by the player. Now, I'm wondering, whether I should use the FrameBuffer or the SpriteCache class. ...
0
votes
0answers
56 views
How to minimize texture binding count in Libgdx UI?
I use two TextureAtlases for my game graphics - first one contains all images while second contains bitmap fonts of different size and style. I need to use MipMapLinearNearest / Linear texture filters ...
0
votes
0answers
106 views
Performance spikes using unity for GearVR: what is PlayerEndOfFrame VR.DeviceSDK?
I use Unity to develop a Gear VR game and I hit 60 FPS most of the time but have some nasty performance spikes created by, according to Unity's profiler, "VR.DeviceSDK" under "PlayerEndOfFrame". See ...
1
vote
1answer
89 views
Smoothness & performance issues of new game
I've written the basics of a new game which just includes a game loop that can update and render basic game objects so far.
I want to ensure that what I've written so far is as good as it can be and ...
0
votes
0answers
135 views
Should I combine multiple tiles of terrain as one mesh in Unity3D?
I have a tiled terrain, generated by multiple noise algorithms. Currently, each tile is it's own GameObject, that has a handler for an OnMouseOver event. The area that is loaded at a time consists of ...
2
votes
2answers
111 views
DirectX Performance Issue: Rendering to texture
Brief introduction:
I'm programming a game and, till now, I've runned it on my desktop. This morning I decided to try it on my laptop (a i3-4005u with a gt920m) to see cpu/gpu usage and, with my ...
1
vote
0answers
36 views
PHP development for online games [closed]
I am not pro on programming and games but i had developed an online browser-based game with php . Now i am creating a game like a chess that it do not needs an live-stream and FPS data exchanges.
I ...
0
votes
1answer
48 views
Is it feasible to stream your game when the screen is small?
My game consists of a very small screen (256x256). Behind that screen, though, there is a lot of very, very expensive ray tracing going on, which requires a very powerful GPU. Moreover, all clients ...
1
vote
2answers
97 views
How to read rendered textures back without killing performance
I have an application where I need to render some OpenGL based dlls, read the rendered textures back, and send them to another directx based application that will render them in directx.
Right now, I ...
-1
votes
3answers
163 views
Is ogre3d a good game engine for open world game? [closed]
I want to know if ogre3d is a good game engine for an open world game where there is a lot going on at once like ai driving, guns shooting, loads of destruction and explosions happening all at once ...
0
votes
1answer
69 views
Java Graphics - big images slowing down
I'm working on a little game for learning purposes so please don't recommend me to use any library like libgdx or slickutils.
I have just one simple question. Does rendering bigger images with ...
0
votes
1answer
30 views
JVM voxel game engine lag spikes
I'm experiencing short lag spikes after some voxel chunks have been created while not moving the camera around. I profiled the application: the JVM implementation uses a lot more memory, about 2.5 ...
2
votes
1answer
54 views
LibGDX - How do you load huge spritesheets?
As we know, there is a GL_MAX_TEXTURE_SIZE on each mobile phone which makes things really hard. I write an app for all mobile devices and I need to load some huge spritesheets combined with 64 frames ...
1
vote
0answers
54 views
Game logic implemented using TPL / async / await, and performance of it
I'm working on a game, and as a typical game (here using Monogame) it uses frame based approach, where all logic happens in Update() method called every frame.
As a consequence, any sequential logic ...
0
votes
0answers
90 views
glMapBufferRange performance on devices with shared memory
I have a few questions regards to the glMapBufferRange performance on devices with shared memory between CPU and GPU (OpenGL ES 3 capable Android devices to be specific).
1 - Is the mapped buffer ...
0
votes
0answers
49 views
Bad practice to create a GameObject for every BoxCollider2D? (Unity)
I am creating a 2D Platformer and need more complex BoxCollider2Ds to be able to handle the collisions (multiple tags, addable & removable properties, etc.).
My current solution:
Create a ...
59
votes
6answers
15k views
How do bullets work in video games?
I came across this question when I was designing a video game in C#.
If we consider games such as Battlefield or Call of Duty, hundreds or even thousands of bullets are flying at the same time. ...
1
vote
3answers
755 views
Do editor errors affect device performance?
Do errors that come up in the Unity editor affect a game's performance on a device (on Android in particular)? I'm talking about errors that keep coming continuously during Update() such as ...
0
votes
1answer
660 views
Massive CPU Usage by WaitForTargetFPS in the Profiler
So I was checking the Standard Assets Example Projects of Unity, and they all have high FPS numbers in the Profiler.
I started a little project myself, just a simple sprite with movement via ...
0
votes
2answers
204 views
How do I make a game over screen like Temple Run or Subway Surfer?
When you die in one of these 2 games I took screenshots of (Temple Run and Subway Surfers), what exactly comes up to say "Game Over" and posts your score and all-time high score?
Is it a different ...
3
votes
4answers
856 views
Gfx.WaitForPresent performance issue
I am making a 2D mobile game and it runs really well (60 fps) on my phone. However, in some cases the performance goes down drastically to the point where it runs at 20 fps or even less. It happens at ...
1
vote
1answer
68 views
unity 5.x performance
after I downloaded unity 5, it became very consuming, my pc becomes hotter and makes a lot of noise. also building, compiling, baking of game takes a lot of time, I am making multiplayer game and need ...
1
vote
0answers
153 views
Mesh vs LineRenderer Performance
I've created a script, which is drawing a line along a bezier curve, so that I can animate whatever I want with lines, mostly for UI purposes. For the moment I'm using a line renderer, which works, ...
1
vote
1answer
66 views
Performance problem with BufferedImage and AlphaComposite
I'm currently making a 2D platformer game and now I want to implement Light using AlphaComposite. For creating the lights I first create a blank BufferedImage with ARGB format. After this, I create ...
0
votes
0answers
49 views
What is GPU instancing and what are its differences in comparison to standard instancing?
I have been reading a lot of debate on a new feature that will be in Unity 5.4: GPU instancing. I understand the importance of instancing in general, both in terms of saving memory and draw calls.
...
1
vote
1answer
60 views
Level/Asset design for performance Unity
I am a big fan of modular assets.
Currently I am designing a 3d game for mobile and I don't know how I should create my levels to get the most out of the device.
Should I...
create lots of "small" (...
0
votes
1answer
89 views
How to combat exponential growth in sprite messaging?
In my 2D platformer game, I have a number of sprites moving around the world. When two sprites collide with each other, I calculate how deep the collision is and then call a virtual method on both ...
0
votes
1answer
103 views
Drawing bullets on a map
I'm going to be making a shooter-style game, on a navigatable map (All 2D). I'm a little unsure of how to handle the bullets: I see two main ways i could do it
I could have the bullet's x and y ...
0
votes
0answers
17 views
Is it possible to not include or erase AABB data from a procedurally generated mesh with Renderer?
I am procedurally generating many thousands of very simple meshes with very simple texture (the same for all meshes and instances) in Unity (5.3.4) with C#.
Currently they take more than 100MB in ...
1
vote
0answers
105 views
WebGL Primitive Batching unexpected performance
I'm kinda new to WebGL in general, I've started to make some batching experiences on primitives (just drying a bunch of rectangles by using a combination of two triangles repeatedly).
I've started by ...