[gameprogrammer] Re: memory management in a game with LOTS of art

  • From: Chris Nystrom <ccn@xxxxxxxxxxxxxx>
  • To: gameprogrammer@xxxxxxxxxxxxx
  • Date: Sun, 4 Jul 2004 05:20:13 -0500 (CDT)

On Sat, 3 Jul 2004, Alan Wolfe wrote:

> A friend of mine is working on making a 2d tiled online RPG using SDL
> and OpenGL.
> 
> He has increasingly more art/mem usage as he adds stuff in (obviously)
> and was working on a solution to somehow prioritize the art of what
> stays in RAM and maybe storing the low priority stuff in files or
> something?
> 
> I dont think he really has a clue and myself, I've never dealt with this
> issue before.
> 
> Anyone out there know how to deal with this issue, of what to do when
> you start to aproach too much art to load all into RAM at one time?

You can do what many games do and break the game up into "zones" and then
you just have to load the art from that zone.

Chris




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