#Need tips for optimizing RTS game

8 messages · Page 1 of 1 (latest)

old mortar
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As you can see on the title. Im making a RTS game, 3D. I want to know any small tips or big tips how to render efficiently, script efficiently (I'm using C#), load your assets efficiently, anything. I'm not in a rush or a game jam.

So far I've thought of(lmk if I'm wrong):

  1. Using Rendering server to batch draw calls better instead of nodes (there's the selection circle which cancels the batch and the health bar).

  2. Using ECS??? Not really sure if this would help but it could help with Rendering server too.

  3. of course optimizing the meshes

brisk hedge
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Robert Nystrom has a fantastic book on game programming, and dedicates an entire section of the book to optimization. And you can read it on his website for free!
https://gameprogrammingpatterns.com/contents.html
You'll also want to check out chapter 3: Flyweight pattern

hard bronze
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not sure what kind of game you're thinking of but pathfinding can be one of the most expensive things

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if you're making your own pathfinding system there are plenty of optimizations depending on the type

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hierarchical A* for example

old mortar
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I see. I was thinking of doing 2D pathfinding instead as well since the map only uses heightmaps. Never heard of the hierarchical A star algorithm. Will look it up! Thanks!

feral ginkgo