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.

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