Chapter 10. Improving Games with Extra Features and Optimization
In this chapter, we will cover the following:
Pausing the game
Implementing slow motion
Implementing 3D stereography with polarized projection
Preventing your game from running on unknown servers
Identifying performance "bottlenecks" with code profiling
Reducing the number of objects by destroying objects at a "death" time
Reducing the number of enabled objects by disabling objects whenever possible
Improving efficiency with delegates and events (and avoiding SendMessage!)
Executing methods regularly but independent of frame rate with coroutines
Spreading long computations over several frames with coroutines
Caching, rather than component lookups and "reflection" over objects
Introduction
The first four recipes in this chapter provide some ideas on adding some extra features to your game (pausing, slow motion, 3D stereography, and securing online games).
The rest of the recipes in this chapter provide examples on how to investigate and improve the efficiency and performance of your game code.