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Questions tagged [efficiency]

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I cast shadows in either opened or closed environment for a directional light whose lookat position follows the player position. So the shadowmap is refreshed regularly so that I cannot store a fixed ...
philB's user avatar
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10 votes
2 answers
4k views

I am trying to remake Super Mario Bros. in JavaScript and I am trying to figure out if there is a more efficient way to create and store the level data. I have created 1-1 and here's what the code ...
Jake Miahn's user avatar
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101 views

Is it possible to desynchronize Application.targetFrameRate and Monobehavior's Update() from the graphics output rendering rate ...
mike's user avatar
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2 answers
2k views

I'm doing a lot of 2D simulations using Unity, and I usually instantiate a lot of squares/circles sprite. When the number of sprites reaches 1k or higher, the FPS usually reduces to 10-20, which makes ...
silverfox's user avatar
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1 answer
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I am coding my UI in Unity C# with the UI Toolkit, and as I write more and more my code is getting quite annoying in terms of one particular issue. I find myself repeating many similar lines of code ...
mike's user avatar
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1 answer
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I am trying to improve the efficiency of a big UI Scroll View in my Unity app. These Scroll Views tend to be inefficient and can be prone to jittery/stuttering motion if they are taxed. I came across ...
mike's user avatar
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2 votes
1 answer
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Does Unity continuously refresh the screen or constantly render 3D objects on screen with each refresh? For example, let's say hypothetically you had a screen where you were just text messaging ...
mike's user avatar
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3 votes
1 answer
1k views

I'm working on a small C++ chess simulator game for the first time, and I have a bit of a programming dilemma. I have searched for similar questions on this site and StackOverflow, but can't find a ...
Sciborg's user avatar
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1 vote
1 answer
146 views

I would like to understand how to calculate coordinates of boundaries group of objects as a parallelepiped in 3D game? Let's say for simplicity we have spheres randomly slowly moving in 3d space some ...
Arsenius's user avatar
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10 votes
4 answers
6k views

Recently, I was digging into VVVVVVV's source code that was released on GitHub by Terry Cavanagh. I went into the Game.cpp file, and found that it contains an ...
Carmo's user avatar
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1 vote
0 answers
325 views

I'm working on implementing a more robust pathfinding algorithm for the enemies in my top-down shooter game, and I have the A* algorithm working, but now I need to decide when to calculate the path. ...
Darin Beaudreau's user avatar
1 vote
1 answer
7k views

In Unity, I want to trigger an event when an audio clip finishes playing. Would it be more CPU efficient to keep checking if the audio clip is playing with ...
Jorge Luque's user avatar
1 vote
1 answer
460 views

I have a basic model to upload textures as shown in the following picture. I design this for several reasons: Only the primary thread owns the OpenGL context, so I choose to create buffers, map ...
Sheldon Wang's user avatar
2 votes
1 answer
307 views

Very simple question: If I'm going to be generating and placing a lot of 3d objects (in this case cubes), that are not going to be interactive, like no collision, no raycasting intersections etc. ...
Danny F's user avatar
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1 answer
537 views

What is more efficient in Unity recorded animation or Slerp/Lerp? What will be faster? It is obvious that the animation will take a lot more space.
hellomates's user avatar
-1 votes
1 answer
87 views

When building a Unity2d game, is it better to use Vector3's for waypoints, etc... or to use Vector2's ? The advantage I can see of using a Vector2 is that it is smaller (2 floats vs. 3) and therefore ...
Pliny's user avatar
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0 votes
1 answer
768 views

Currently, mainly just for fun, I'm working on a 2d game where I have all collide-able blocks (background) assorted into an array when its loading, along with the player put into a different part of ...
Jadon Steinmetz's user avatar
3 votes
0 answers
245 views

I am making a voxel game in OpenGL and I currently render 8 x 8 chunks to the screen. The first thing I do is generate the map using Simplex Noise and this is done once when the chunk is created. I ...
AtomProgrammer's user avatar
1 vote
1 answer
5k views

What is the easiest and the most efficient way to flip x of the SpriteRenderer when direction of the movement changed in Unity? I use ...
Yaroslav's user avatar
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2 votes
1 answer
628 views

I wish to build data structures such as trees, linked lists, graphs, stacks, queues, etc. in Game Maker. However, the concept of object in Game Maker Version 8.1 and older does not have a reliable ...
user64742's user avatar
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1 vote
2 answers
490 views

In my game, you can combine a variety of ingredients to make a product. For example, you could combine water and dirt to make mud. What I am currently doing to achieve this is by listing each ...
PurpleCurtain's user avatar
0 votes
2 answers
1k views

When trying to store data related to objects in my 2d top-down tile based game (specifically, blocks), I realized that I don't have an efficient solution to storing them. I could have, for example, a ...
Zimri Leisher's user avatar
0 votes
2 answers
4k views

I've created a top-down shooter with multiple objects such as enemy AI (tanks), walls, power-ups etc. At first I was able to create about 300 AI units which aims to move the player character, checks ...
Rudi Jansen van Vuuren's user avatar
2 votes
3 answers
863 views

As part of my final project of Algorithms and Data Structures, we have to develop an open world game in C++. I already got developed most of the game, but I haven't coded the collisions with the ...
Drako's user avatar
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0 votes
0 answers
249 views

I need to know what's the less time / memory consuming way to store the infos about each tile in a 2D table. The first thing that came to my mind was creating a table holding the infos, and then ...
user6245072's user avatar
0 votes
2 answers
105 views

I'm creating a game where hundreds of rockets with colliders attached are shooting at a player. Should I write my script where: 1: The player script reads the collision from hundreds of rocket ...
Jquist's user avatar
  • 13
3 votes
1 answer
164 views

I have around 100 to 200 particles in my game. Then I have 5 to 20 regions (circle-shape) which should count the particles which enter them and add some force to them, so they change their direction. ...
GreenStep's user avatar
0 votes
2 answers
329 views

I have a point in 3D space and a number of spheres (anywhere from 0 to thousands) at random locations in said space. Each sphere has a property that falls off in a smooth gradient from the centre to ...
JamEngulfer's user avatar
0 votes
3 answers
2k views

I'm creating a game in which I renderer around 1000 to 2000 solid colored squares per frame, 90% of which are the same size: ~4 px depending on the dpi. I am looking for the most efficient way to ...
Matthew D. Scholefield's user avatar
0 votes
1 answer
579 views

glDrawElements can be used to save you from uploading a lot of vertices to the GPU. Many 2D games use tiles, which are rendered in grids. I have done some ...
Lucien's user avatar
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5 votes
1 answer
4k views

I'm implementing GUI in OpenGL ES 2.0 to fit with my application framework's existing structure. I'd like to have the UI rendering eat as little mobile processing capacity as possible. So to confirm......
Engineer's user avatar
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3 votes
2 answers
1k views

I struggle with efficiency in code, and I want to start my game off on the right foot. I have a game that I'm making a 4 x 4 map of 'tiles' that a user can build their 'town' on. To keep track of ...
Amagii Discordus Penndragon's user avatar
13 votes
2 answers
4k views

I am creating a game using a tile-map made of many thousands of grid squares. At the moment, each square has a square collider on it for checking collisions. However, with many thousands of tiny ...
Craig Innes's user avatar
9 votes
2 answers
5k views

I have been reading quite a bit in order to make the following choice: which path-finding solution should one implement in a game where the world proceduraly generated, of really large dimensions? ...
Andy Astro's user avatar
0 votes
1 answer
3k views

It's hard to choose the correct title for this question, so let's see if I am able to better convey here what I am in search for. If the title is too far away, suggestions are welcome and I can edit ...
MAnd's user avatar
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0 votes
1 answer
61 views

I have a box and it moves around the screen when the user presses the arrow keys. It seems a bit bulky and awkward though. Any thoughts on how to make it more efficient/less resource intensive? ...
White Raven's user avatar
6 votes
1 answer
14k views

What's the most efficient way to do billboarding sprites in Unity 5? I want to make a forest of sprite trees in 3d space. Those sprites need to face the camera at all times. I am working on VERY ...
K.L.'s user avatar
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0 votes
1 answer
1k views

I have read discouraging statements about using plain arrays in c++. Where videogame development is involved we are aiming, as far as I know, at max speed execution. STL containers (such as std::...
roymcclure's user avatar
0 votes
1 answer
64 views

Imagine you have a room X metres long. You have different parts P of diverse lenghts L and importances I. However, the quantity Q of each part is limited and different. You want to fit in as many of ...
AvidScifiReader's user avatar
9 votes
4 answers
17k views

I have been reading through the Unity Manual and have come across some interesting information about mesh colliders and primitive colliders. It got me wondering if using many primitive colliders would ...
Matthew Pigram's user avatar
2 votes
1 answer
506 views

I'm currently working on a dynamic 'door' creator, and I'm trying to decide which is more efficient. Not much experience with 3D render speeds, so I'm asking before I choose which direction to go ...
Colton's user avatar
  • 202
-1 votes
3 answers
1k views

Ok so I am looking at building a game that uses 16*16 tiles, and renders anywhere from 400,000 to 1,000,000 tiles onto the screen at any given time. The tiles will be destroyable . What is the most ...
Nick's user avatar
  • 113
3 votes
1 answer
3k views

I'm working on a WebGL game using Three.js, its been a few days and I found my first issue, render time on big maps. The game runs great, there are even some AI mobs that run around randomly like ...
Jesuso Ortiz's user avatar
4 votes
1 answer
5k views

Summary: I am looking at creating a large(ish) ocean which multiple ships will be present in doing their own thing. I want the ocean to be a life like as possible but without compromising too much on ...
Nick's user avatar
  • 143
6 votes
3 answers
2k views

I'm making a game, and right now I'm working on the user interface. I'm just wondering when I should be loading my resources. Should I do it in small pieces at a time? Load resources for part 1 of ...
Name's user avatar
  • 440
6 votes
2 answers
9k views

I'm looking for a fast 2D continuous collision detection algorithm for circles and rotated rects. It needs to determine the time of collision. Both shapes may be moving at high speed, so the ...
MindSeeker's user avatar
1 vote
0 answers
4k views

I just started making a game for Android and I'm already having some issues regarding performance. You can imagine the game as being some kind of Tower Defense game with a top-view, and the enemies ...
Jumbala's user avatar
  • 275
0 votes
1 answer
526 views

BACKGROUND: As discussed here: Fast 2D collision detection in an unbounded space I am working on a collision detection algorithm for a simulation. The catch that makes this case unique is that the ...
MindSeeker's user avatar
1 vote
1 answer
2k views

I've just started making a video game in AS3, and I'm trying to keep the graphics, sound, and actual game state in three completely different spots and sets of classes. That being the case, the ...
Panzercrisis's user avatar
1 vote
1 answer
3k views

So I am working on a game right now, using Monogame as my framework, and it has come time to render my world. My world is made up of a grid (think Terraria but top-down instead of from the side), and ...
sm81095's user avatar
  • 543