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Questions tagged [efficiency]

1 vote
1 answer
91 views

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
  • 331
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
0 votes
0 answers
101 views

Is it possible to desynchronize Application.targetFrameRate and Monobehavior's Update() from the graphics output rendering rate ...
mike's user avatar
  • 501
0 votes
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
  • 117
0 votes
1 answer
2k views

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
  • 501
0 votes
1 answer
2k views

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
  • 501
2 votes
1 answer
2k views

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
  • 501
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
  • 604
1 vote
1 answer
145 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
  • 113
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
  • 157
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
  • 23
0 votes
1 answer
536 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

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