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.

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0answers
31 views

Measure elapsed gpu time of draw call

I'm rendering to a texture via DrawIndexedPrimitive (SharpDx). In some specific situations, the framerate drops significantly when doing this render. The framerate can be improved by rendering to a ...
0
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0answers
12 views

Animation on quad vs single Particle System emitter

I want to know what is better performance wise - the animation on a quad with transparent shader or whole particle system for Aura Effect similar to one on the video here - MagicSkills001 for Unity3d. ...
1
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2answers
75 views

HPA* Pathfinding, building the hierarchical graph is too slow

So I have a graph, roughly grid shaped, that is about 300*300 nodes large. Even at this size, however, traditional a star takes 20 seconds to run in some cases. So I implemented an HPA* algorithm to ...
0
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0answers
30 views

What's the fastest collision detection (Game Maker)

I want to build a simulator using Game Maker in which there are many (up to hundreds) of obj_Cell, each has a radius of 10, (they don't have sprites, they just draw a circle with radius 10). Each ...
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votes
1answer
36 views

How to update everything but 1 thing in pygame and python

What I'm doing So I'm developing a game for my Computer Science final with python & pygame. It's done other then I have to make a main menu. I've been developing it over the last 2 weeks because ...
0
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0answers
78 views

OpenGL Slow Performance

I have started making a 2D game using some rendering code from my 3D game engine but when I try and render a few hundred squares at a time, it starts to slow down. Average FPS: 44FPS when rendering ~...
0
votes
1answer
59 views

Best way to draw a textfield in OpenGL, when performance really matters?

I'am creating my own GUI library in LWJGL (opengl for Java). I already managed in creating buttons and panels, and I've also got the hover and active states of the components implemented. This ...
0
votes
1answer
52 views

Should chunks be procedurally generated client-side or server-side?

I'm developing a game with a friend that involves a procedurally generated map. My question is... Should the client generate the chunks, or should the client make a request to the server, and the ...
0
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1answer
36 views

What to do with unused vertices?

Imagine yourself a vertex array in OpenGL representing blocks in a platform game. But some vertices may be not used. The environment is dynamic, so there always some vertex may suddenly become ...
0
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0answers
20 views

WebGL build LoadScene() doesn't work

So I have made a game, where a user should click a UI button to load a new scene. At first, it worked in the editor as it always have, in the desktop build and WebGL build. However because the ...
0
votes
1answer
45 views

How do I represent blended tiles in a mesh/vertex array?

I recently started making a Terraria clone using the LÖVE library, which is based in OpenGL. In Terraria, for each tile, there is a large texture with all possible combinations for merging with ...
4
votes
0answers
99 views

Why do prefabs speed up loading?

I have a scene with a massive terrain. It took a long time to load (approximately 60 seconds) when I pressed play. I prefabbed it. Now it only took about 5 seconds to load when I pressed play. Why?...
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1answer
61 views

Performance drawing in Pygame

Relevant background information I'm developing a game for a high school computer science performance task in python & pygame. I'm using objects and all the code is working well for me. The game ...
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2answers
35 views

Build SDL_Surface before blitting it

I have a function in which I'm looping y and x over my array of sprites. That's a lot of loops, and it is very slow; I'd like to improve the performance. I would like to only have to build the ...
3
votes
1answer
121 views

Optimised server structuration

I've been wondering a lot lately about how to make an optimised server structuration, and i came to the conclusion that i severely lack knowledge on the subject. I'll be doing this with either C, C++ ...
0
votes
1answer
60 views

How do I manage monster tables and item databases in my Android game?

To learn more about AI during combat, I made a demo in Unity where a player would fight a creature in an arena. I started here because I plan to implement the system I'm working on in another game. In ...
0
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0answers
69 views

Light 2D and Performance issues

I want to make a 2D game that will use 2 kinds of lights (Spotlight and Point Light). I need the game to be completly dark unless there is a light in the area and the light to not pass through walls. ...
0
votes
1answer
34 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 ...
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0answers
25 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
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0answers
55 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
88 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
39 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
19 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
58 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
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2answers
130 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
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1answer
42 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
34 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
39 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
116 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
73 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
104 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
52 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
141 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 ?
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votes
1answer
75 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
87 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
117 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
76 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. ...
1
vote
1answer
124 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
220 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
134 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
39 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
114 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
226 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
74 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
37 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
56 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
71 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
117 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 ...
60
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. ...