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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2
votes
0answers
14 views

Automated performance testing

I'm wondering if there's anyway of automatically testing the performance of my game on multiple configurations because I know a game runs well on my computer but how do I know how well my game ...
3
votes
3answers
188 views

Would I need to develop a multi-threaded game or will a single thread suffice?

So I've been playing around and developing in C++ for a couple years now and have built a very simple C++ game engine for learning purposes. I now want to try and develop a simple 2d, stick figure ...
2
votes
1answer
37 views

Unity, grass chunk or dynamic batching

In theory would it be faster to render a lot of grass patches that would dynamicly batch or big meshes of combined patches, too big for batching? Rendering chunks should be faster because unity doesn'...
5
votes
1answer
100 views

Polymorphism vs cache-friendliness

How can we combine inheritance-based polymorphism with spatial cache friendly data structures? In a simple game engine we usually have some base Entity class which is inherited from to implement the ...
1
vote
1answer
111 views

Are there performance benefits to full-screen haze filters?

Some games apply a full-screen filter effect that desaturates picture, causing the colors to be "washed out". For example, in Zelda: Breath of the Wild: Someone used Photoshop to remove the filter, ...
1
vote
0answers
23 views

Modified sin function vs texture sampling

What would be faster for per vertex wind, sampling noise texture or calculating complicated sin function?
22
votes
2answers
5k views

How can I reduce the performance impact of rendering trees?

I'm making a low poly stylized kind of game. I have a terrain with some water, and I want lots and lots of trees; I have 10,000 trees mass placed, at the moment. Each tree consists no more than 200 ...
0
votes
0answers
16 views

Unity, compute shader groups performance

Is there any performance differece between dispatching (1,1,1) shader with (4096,1,1) groups and (4,4,4) shader with (4,4,4) groups or is this only for a programmer and gpu threads everything in it's ...
0
votes
1answer
92 views

Is this Code saving performance ? It is kind of a Occlusion Culling

I wanted to do Occlusion Culling on my Scene but I just get a bunch of Errors like "Couldn't load geometry..." etc. I tried to do like another way but the same thing, the Occlusion Culling just ...
1
vote
2answers
35 views

Boost Cache Performance when Storing Objects in a Scene In Managed Languages?

So, for reasons that I won't go into (has to do with my team more so than a good objective reason, unfortunately), I'm building a soft game engine in C# on top of SharpDX, because unfortunately C++ ...
0
votes
1answer
30 views

What functional abstraction to use for multi-agent simulation?

this is quite a broad question, touching a few different fields, so let me know if there's a way to narrow it down. What I would like to know is your opinions on what abstraction to use for my use ...
0
votes
1answer
55 views

Too slow for cycle in Pygame

I'm using Pygame for Python 2 and I have the following code: self.radius = 100 self.light = pygame.Surface((2*self.radius, 2*self.radius), pygame.SRCALPHA) self.light.fill((0, 0, 0, 0)) pygame.draw....
1
vote
0answers
35 views

Most efficient way to modify character mesh at run time

What is the most efficient way in unity to alter the mesh of a character in this scenario: When the player pick up an item: -A part of the mesh should be replaced, for example, the left arm is ...
1
vote
0answers
39 views

Will Unity's terrain work without issues in older phones? [closed]

I am making a city building game and so I need a flat surface to let the players put the buildings on and move them around. I decided to use Unity's terrain as my flat surface ( alternatives?). My ...
3
votes
2answers
169 views

How do I make 3d Sprites like Myth did 20 years ago?

The game that Bungie cut it's AAA chops on: Myth: The Fallen Lords. about 20 years old now. https://en.wikipedia.org/wiki/Myth:_The_Fallen_Lords For the time, it had a pretty revolutionary way of ...
0
votes
1answer
86 views

In theory, would an erosion algorithm compute faster on a GPU than CPU?

I'm planning to port an erosion algorithm from CPU to GPU, in theory, will it be faster or would it be better to multi-thread it on the CPU? The algorithm has quite a lot of if statements and loops ...
1
vote
1answer
53 views

Unity - Create terrain in Blender?

I am going to make a terrain ( not too big ) for my RTS and I was wondering whether to use Unity's terrain tool or create a terrain in Blender and import it to Unity?..I have been told that Unity's ...
3
votes
1answer
56 views

What is a good budget ratio for computation time?

What sort of budgets do they put on computation time? For example, lets say a football game needs to run at 50 frames per second. That means that each frame can only be 20 milliseconds long. How is ...
0
votes
0answers
35 views

Unity has extreme lag while deleting trees from terrain

So I have a terrain with sections of water in it. I just placed a whole bunch of trees in the scene with mass place. However, it spawned trees in the water which I obviously want to remove. But when I ...
0
votes
1answer
54 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 ...
1
vote
2answers
134 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
48 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
44 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
96 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
80 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
60 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
41 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
39 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
56 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
121 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
86 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
39 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 ...
4
votes
1answer
138 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
65 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
74 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
37 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
28 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
97 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
90 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
44 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
1answer
64 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
133 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
45 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
37 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
51 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
169 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
88 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
109 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
68 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
172 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 ?