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Questions tagged [memory-efficiency]

A way of organizing and storing information so that it occupies as small an amount of memory as possible while still retaining its full usefulness.

1 vote
0 answers
51 views

I'm trying to learn how to use Addressables in Unity to improve memory usage, but there's something I don't understand. I use ...
Ahmed Dyaa's user avatar
0 votes
1 answer
133 views

In the context of game dev, what is the preferred memory to use to store structs like Entities or MapData which are large in size and have lifetimes lasting the entire game run-time. For example here ...
Syntax Error12's user avatar
0 votes
1 answer
150 views

I am trying to efficiently render many 3d game characters: many instances of the same 3d model which can change their positions and z rotations each frame. For reference I'm using OpenGL but this ...
greenlagoon's user avatar
0 votes
0 answers
59 views

I am making a 2d rpg game that uses tiles to store the terrain data. Also the map is procedural generated infinite world type. I saw an approach called clipmaps to ...
Syntax Error12's user avatar
0 votes
0 answers
122 views

I'm creating a simple bullet hell game for Android and I ran into an issue when diagnosing my game using the Memory Profiler where memory usage was increasing after each play-through. I had calls to ...
hoffer's user avatar
  • 1
3 votes
2 answers
189 views

I would like to procedurally-generate ant farm-style layouts on a grid: long horizontal spaces connected by short vertical spaces. Also similar to cave systems formed by water erosion. Every tile in ...
user avatar
1 vote
1 answer
266 views

I am trying to understand the flyweight pattern better by trying to optimize memory usage by spawning 10000 copies of an enemy GameObject that I have which has an Animator component, SpriteRenderer ...
mtg's user avatar
  • 23
0 votes
0 answers
56 views

Given a tilemap, with a tilemap collider, is it possible to extract/bake the current collision(s) onto a separate gameobject independent from the tilemap/tilemap collider? My 2D game streams a large ...
Saturn's user avatar
  • 1,763
2 votes
1 answer
341 views

I'm trying to write a WGSL structs parser (sort of webgpu-utils thing). In order to better understand the memory layout, I'm using wgsl offset computer as a helper. Having the next struct: ...
Michael Sazonov's user avatar
1 vote
0 answers
129 views

I am looking to achieve the following: I have a compute shader that receives a Texture2D as input, where a small percentage of the pixels in the texture are white. ...
Daniel Cardin's user avatar
4 votes
2 answers
3k views

I'm an old coder, but a newbie to Godot. I'm using version 4. I got some unexpected (to me) behavior when I tried this code: ...
Adam Smith's user avatar
16 votes
1 answer
6k views

I am starting to work on optimization for my app. I need to understand the information Unity displays about file sizes. For example, just to prove a point, here is a 2.2 KB completely blank PNG which ...
mike's user avatar
  • 501
0 votes
1 answer
941 views

I am making a bullet hell game. Say there are 100 bullets on the screen, and each bullet has a trail effect. Is it more performant to give each GameObject a ParticleSystem, or for each GameObject, ...
Leftover Salad's user avatar
0 votes
2 answers
783 views

If I create a prefab out of an object on scene will my game take more memory in Unity? I have 30 enemies on my scene. I created a prefab for every one of them. I am going to use each of the created ...
qqqqqqq's user avatar
  • 278
1 vote
1 answer
9k views

I have a simple method that converts RenderTexture data into Texture2D ...
Digvijaysinh Gohil's user avatar

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