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      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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MefistoManna

Engine performance optimization

4 posts in this topic

What kind of things can I do and what can't I do for earn any FPS?
Sorry for my bad English and thanks you.
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Reduce the number of calls to drawing functions, grouping everything that has the same texture in one vertex/index buffer is one way to do it.
Organize the drawing order in a way you draw the close object first.(that way you will reduce the number of times you alter a pixel)
Limit the number of faces drawed, these one depends alot on your app.
Those are the main stuff you can do, of course there are a lot of more things you can do that I don't remember right now.
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Coding both efficent and optimized on the GPU and CPU side. Arranging memory acces and waitstates.

And as such1 said, Organizing materials, rendercalls and more.
This is probably the hardest thing to just tell you "how to do", it´s more of an experiance thing. you just know how to optimize at the current situation!

But try to read some GPU architecture and some CPU architecture, those two things helps alot to understand how to optimize in a good & efficent way.
And remember to not optimze everything, only where it´s needed.
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First, get a [url="http://en.wikipedia.org/wiki/Profiling_(computer_programming)"]profiler[/url] and/or use [url="http://en.wikipedia.org/wiki/PIX_(Microsoft)"]PIX[/url] to find out which parts are slow.
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Thanks, you were very helpful. I will do more experience and I will understand how to do progressively.
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