Skip to main content
gamedev.net

Optimization News

The latest Optimization coverage curated for game developers.

A Tutte-Like Theorem for Injective Flows on Meshes

arXiv cs.GR details a mesh-flow theorem that guarantees non-intersecting trajectories from a discrete vector field. The setup starts with a harmonic function on a spherical triangle mesh, then rotates its …

Research arXiv cs.GR · 4 days, 21 hours ago
Hex Map 5.7 Set Terrain Type Burst Job

Catlike Coding Unity details a Burst conversion for Hex Map 5.7, turning SetTerrainTypeJob into a true IJobFor. The change caches noise samples outside the job, swaps in native cell/climate data, …

Blog Catlike Coding Unity · 6 days, 1 hour ago
Structural Affinity: An Algorithm for Coherent Cage-Based Shape Design

arXiv cs.GR details Structural Affinity, a cage-based deformation method that couples inner and outer control cages to keep edits coherent. The approach cuts self-intersections and mesh distortion while adding only …

Research arXiv cs.GR · 1 week, 1 day ago
2026.08 - Shader Variants vs Dynamic Branches

The GameDev Guru breaks down why five binary shader features yielding 32 variants is only a starting point, not a performance verdict. The practical takeaway for Unity teams: choose between …

Video The GameDev Guru · 1 week, 4 days ago
SplatQ: Interaction-Aware Pruning of 3D Gaussian Splatting via Quadratic Selection

arXiv cs.GR details SplatQ, a new pruning method for 3D Gaussian Splatting that tries to keep reconstruction quality balanced while cutting render cost. Instead of simple top-K pruning, it models …

Research arXiv cs.GR · 2 weeks, 1 day ago
Physics-based Sphere Packing for Lagrangian Mesh Morphing

arXiv cs.GR details JamTet, a GPU-parallel sphere-packing mesher for Lagrangian mesh morphing that keeps interior-node identity through large shape changes. The method aims to avoid the inversion and correspondence loss …

Research arXiv cs.GR · 2 weeks, 5 days ago
Echo Weaver: Building a time-loop metroidbrainia in Unity 6

Unity details how Moonlight Kids built Echo Weaver, a time-loop metroidbrainia in Unity 6. The team breaks down chunk streaming, loop-reset architecture, and 2D optimization choices that keep the game …

Official Unity · 2 weeks, 6 days ago
Implementation Note 2: Approximating a Smooth Three-Dimensional Function on a Coarse Lattice

arXiv cs.GR details a way to approximate smooth 3D functions with a coarse lookup table plus tetrahedral interpolation. For graphics and tools teams, the draw is a tiny 38 KiB …

Research arXiv cs.GR · 3 weeks, 4 days ago
Inscribed Spheres

Box2D details a new inscribed-sphere culling scheme for SAT that can cut expensive convex-hull contact work before edge-pair tests even run. The approach uses cheap dot products and Gauss-map arcs …

Official Box2D · 4 weeks, 1 day ago
Efficient Geometry Representation Strategies for the Shape Optimization of Profile Extrusion Dies

arXiv cs.GR details a deterministic, adjoint-based workflow for optimizing profile extrusion dies without relying on manual trial-and-error. The method uses non-boundary-conforming geometry representation to keep meshes stable as shapes change, …

Research arXiv cs.GR · 1 month ago
IO Interactive "had no choice" but to delay Switch 2 launch of 007 First Light for a third time

GamesIndustry.biz reports that IO Interactive has pushed 007 First Light on Switch 2 to March 2027, marking a third delay for the port. Technical producer Cristina Vega said the team …

News GamesIndustry.biz · 1 month ago
How toolmakers like ARM work with devs, ft. Peter Hodges

Game Developer details how ARM’s Peter Hodges thinks about game development tools, with a side trip into the 1969 short Lemon. The conversation is most relevant to teams building or …

News Game Developer · 1 month, 1 week ago
Optimizing Deep Rock Galactic Survivor for mobile

Unity details how Deep Rock Galactic: Survivor was reworked for mobile, where thousands of enemies, projectiles, and UI events had to fit inside a 3 GB iPad and a wildly …

Official Unity · 1 month, 1 week ago
ADLX 2.0: Extending graphics control to AI agents and agentic apps

AMD GPUOpen says ADLX 2.0 adds AI extensions and MCP servers so apps can monitor, manage, and optimize AMD graphics hardware. For game teams, that opens the door to agent-driven …

Official AMD GPUOpen · 1 month, 1 week ago
Optimizing CPU-side Rendering Code

Godot has been tightening CPU-side renderer code, and one Polygon2D case showed why that matters: a scene with only about 20 animated characters was spending 15.7 ms in Polygon2D::_notification() and …

Official Godot Engine · 1 month, 1 week ago
Accelerating HKTex without Mesh Eigensystems: Local Unfolding and Randomized Thermal Features

A new HKTex acceleration method drops the mesh eigensystem bottleneck that has made heat-kernel texture workflows expensive to initialize. Two variants, LocalHK and ThermalRF, keep the trainer and compositing pipeline …

Research arXiv cs.GR · 1 month, 1 week ago
GeoTrussRover: Morphological Computation with Contact-Semantic Control Primitives

A new reconfigurable rover uses a variable-geometry truss to change its contact shape on the fly, cutting the coordination burden of traversal planning. The system reuses low-dimensional contact primitives instead …

Research arXiv cs.GR · 1 month, 2 weeks ago
TBR: Transport-Based Rendering with Deposition Strokes for Inverse Graphics

Researchers have introduced TBR, a transport-based rendering method that turns inverse graphics into an ordered stroke program. The approach targets marbling-style deposition strokes, preserving area while deforming earlier marks. It …

Research arXiv cs.GR · 1 month, 2 weeks ago
DrakkenRidge: Building an open-world adventure for mobile VR

Unity details how Garage Collective is using ECS to render DrakkenRidge’s huge mobile VR world with far less overhead. The two-person team says the game can show thousands of objects …

Official Unity · 1 month, 2 weeks ago
LayoutShop: Content-Constrained Exploratory Design of Creative Article Layout

A new layout-generation framework, LayoutShop, uses content constraints and optimization to build creative article compositions from templates. It extracts eligible structures, solves their geometry, then ranks results with neural assessment …

Research arXiv cs.GR · 1 month, 2 weeks ago
Page 1 of 5 Next