Skip to main content
GameDev.net gamedev.net

Optimization News

The latest Optimization coverage curated for game developers.

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 · 2 days, 2 hours ago
Efficient Geometry Representation Strategies for the Shape Optimization of Profile Extrusion Dies

arXiv cs.GR details an adjoint-based workflow for automating profile extrusion die design, replacing manual trial-and-error with deterministic shape optimization. The method uses non-boundary-conforming geometry representations and a reconstruction step to …

Research arXiv cs.GR · 6 days, 22 hours 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 week, 1 day 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 week, 5 days 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 week, 6 days 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 · 2 weeks 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 · 2 weeks, 1 day 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 · 2 weeks, 1 day 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 · 2 weeks, 5 days 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 · 2 weeks, 5 days 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 · 3 weeks, 2 days 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 · 3 weeks, 2 days ago
TruncGradGS: Improved 3D Gaussian Splatting via Truncated Gradient Updates

A new 3D Gaussian Splatting method tackles gradient vanishing with truncated updates, aiming to make scene reconstruction more stable and less sensitive to initialization. The approach improves both static and …

Research arXiv cs.GR · 3 weeks, 5 days ago
Hex Map 5.5.0 New Map Generator

Catlike Coding Unity details the first Burst conversion in its Hex Map 5.5.0 generator: InitializeMapJob now runs as an IJobFor over a NativeArray of HexCellData. For Unity 6000.3.23f1 users, it’s …

Blog Catlike Coding Unity · 1 month ago
CD Projekt Red has The Witcher 4 running on all target platforms after Cyberpunk 2077 lesson

CD Projekt Red says The Witcher 4 is already running on every target platform, a notable shift after Cyberpunk 2077’s troubled launch. The studio is treating platform readiness as a …

News Game Developer · 1 month ago
Preorder the ROG XBOX Ally X20 Starting Today

Preorders are now open for the ROG Xbox Ally X20, a new handheld PC aimed at running modern games in a portable form factor. For developers, it adds another Windows-based …

Official XBox Wire · 1 month ago
BrainLinear: A Linear Model for Brain Network Analysis in Sparse Tangent Subspaces

BrainLinear is a lightweight connectome classifier that trades heavy GNN and Transformer stacks for a sparse, geometry-aware linear pipeline. It maps functional connectivity into a tangent space, ranks ROI-pair directions …

Research arXiv cs.GR · 1 month, 1 week ago
Rendering at scale: Efficient strategies for massive object counts

Unity details how Mega Cat Studios kept Backyard Baseball’s dense scenes running smoothly by leaning on batching, instancing, culling, and profiling. The team says the biggest wins came from reducing …

Official Unity · 1 month, 2 weeks ago
Smooth Motion Stitching via Laplacian Optimization in Rodrigues Vector Space

A new motion-editing method uses Laplacian optimization in Rodrigues vector space to stitch animation clips with smoother transitions. By keeping joint rotations continuous, it avoids the brittle hand-tuning and learning-based …

Research arXiv cs.GR · 1 month, 2 weeks ago
Differential heuristics

A long-running A* pathfinding deep dive now has a fresh release centered on differential heuristics, the same family of tricks that helps large route planners stay responsive. The update replaces …

Blog Red Blob Games · 1 month, 3 weeks ago
Page 1 of 5 Next