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When employing texture arrays how does typically communicate the associated indices when rendering to batch as much work as possible per draw? The only approaches I can think of are: Supply texture ...
Benjamin's user avatar
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0 answers
86 views

I am playing a scene in Unity editor. If I play the whole scene, the FPS is 125. Next, there are 2 test cases. Case 1: If I disable some big game objects first, and then play the scene, the FPS is ...
Job_September_2020's user avatar
1 vote
1 answer
143 views

while I was trying to optimize SDL2 rendering phase as much as possible, I reached a wall. I tried to search on the internet but I could not find any solution. So, I need help. Let me explain the ...
Binary Series's user avatar
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1 answer
148 views

I'm developing an ECS framework in C++ and after doing every optimization I could think of, the comparison with a naive array look up is terrible. It's 10x worse in debug mode and 3x worse in release ...
Cool guy's user avatar
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0 votes
2 answers
312 views

I'm using OpenGL but this question should apply generally to rendering. I understand that for efficient rendering in games, you want to minimize communication between the CPU and GPU. This means pre-...
greenlagoon's user avatar
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1 answer
117 views

I am trying to work out how to use LOD Groups with interactive gameobjects. As a simple example lets say I have a prop which when the player is a certain distance away it plays a sound. The problem I ...
FrontEnd's user avatar
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The game I am making is having big lag spikes once every 10 seconds or so while running. The spikes seemed to correlate with garbage collection (although I can't be 100% sure), so I thought my problem ...
Depenau's user avatar
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0 answers
61 views

I created a game using xml and views on Android. Yes, I know it was not the best choice of development for a 2d game. But, my game is turn based, so mostly static. You can test the game out here: ...
i_o's user avatar
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1 vote
2 answers
199 views

I am working on an engine that uses portals for rendering areas, called "rooms". A room can have any number of portals, oriented in anyway, but the most common case are axis aligned portals ...
Raildex's user avatar
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1 vote
1 answer
161 views

I am making an infinite runner game. Here is the idea how it look like : Camera stays at 0,0,0 position. Game uses prefabs chunks with pooling system already. Dynamic shadows. Baking is possible but ...
Askhento's user avatar
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1 vote
2 answers
152 views

Recently I decided to start optimizing code in the game development field. I found this pacman project on github a good starting point: https://github.com/LucaFeggi/PacMan_SDL/tree/main I found a lot ...
X Y's user avatar
  • 111
0 votes
1 answer
107 views

I’ve been running into some game performance issues lately and could really use some advice. How do you handle game performance issues? I’m talking about things like lag, slow loading times, and frame ...
Vandna Jadhav's user avatar
1 vote
0 answers
217 views

I just managed to implement my Sweep and Prune algorithm together with AABB and it's working correctly in the first axis (I haven't implemented second and third yet to complete the collision detection)...
Zoler1337's user avatar
1 vote
0 answers
101 views

Using Godot 4.2.1 when exporting my game to HTML5 it runs completely fine until an explosion effect is spawned on screen for the first time when killing a mob, the game freezes for an entire 2-3 ...
buzzbuzz20xx's user avatar
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80 views

I have been testing out various lighting and shadow settings in Unity since during play mode the stats are showing a much higher set pass call and triangle count to what I know my model has. I have ...
FrontEnd's user avatar
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0 votes
0 answers
108 views

I have a problem when creating a texture with WebGL. The thing that I do not understand is that the first call with texSubImage2D with a canvas leads to the ...
hoangphatmonter's user avatar
0 votes
3 answers
149 views

I'm making a simple game engine using Java and have found a major issue. To create accurate collision detection I decided to convert a transparent image into a ...
Grinding For Reputation's user avatar
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0 answers
51 views

The Performance Explorer in Rec Room studio appears to be doing the naive calculation for draw calls where it just adds up unique materials on unique meshes. In the above image, all of the meshes ...
Echoleta's user avatar
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3 votes
5 answers
3k views

Is there any performance penalty to unsigned integer underflow? Suppose I have a computation subtracting two unsigned integers (so underflow can happen if b > a),...
Qwert Yuiop's user avatar
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0 answers
104 views

Say I have a canonized struct: { health: 100, items: ["apple", "knife"], name: "Bobby" } "Canonized" here means ...
Ibrahim's user avatar
  • 196
0 votes
1 answer
2k views

My game need to loop through massive amount of data, and the amount of data can increase by a lot depending on world settings set by player. The data is too big for CPU so i need to use GPU for it ...
pi squared's user avatar
0 votes
0 answers
440 views

I'm trying to understand how Virtual Textures work. After coming across this post: https://discourse.threejs.org/t/virtual-textures/53353 And more research here: https://docs.unity3d.com/Manual/...
Miguel Myers's user avatar
0 votes
1 answer
140 views

I have a Node.js game that sends update packets to players every 30ms. The code I currently use works this way: Get the entities within each player's vision. Create a temporary object that stores ...
hmmmm's user avatar
  • 1
0 votes
1 answer
448 views

(In C++) For a type whose instances will be handled in great numbers in performance-critical areas, such as a Vector2 class representing 2D-positions, should such ...
JensB's user avatar
  • 157
0 votes
1 answer
46 views

I am doing a Unity project, that makes it necessary to import a mesh consisting of triangles. As it is possible to reduce the amount of triangles in a mesh and keeping the structure similar, I am ...
Enceladus's user avatar

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