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
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
votes
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
vote
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
votes
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 ...
-1
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
votes
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
votes
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
votes
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?...
1
vote
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 ...
0
votes
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
votes
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 ...
0
votes
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
votes
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
votes
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
votes
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 ?
-1
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. ...