That doesn't save you any memory aside from the small per-surface overhead. ----- Original Message ----- From: "Eugene Marcotte" <mrpicalo@xxxxxxxxxxx> To: <gameprogrammer@xxxxxxxxxxxxx> Sent: Sunday, July 04, 2004 10:47 AM Subject: [gameprogrammer] Re: memory management in a game with LOTS of art > I don't know if it's very feasible in his case(or even what you're > looking for), but making one image with all the artwork and putting them > in one file(or files if you split them into groups or something) and > loading it to a global variable of some sort then just blitting > selections out of the stored surface of all the artwork. > > This saved me alot of memory because each object doesn't need it's own > surface for artwork, it's all shared with all the objects(plus it makes > doing animations easy as adding a number to the id if you design it > properly).... > > One trick I used is if there are images of different areas (32x32, 16x16 > etc) put the images of the same size in their own files so you'd have > artwork16x16.png with all 16x16 artwork and then load that and make > blits from it. > > Not sure if this method would work for him but you weren't very specific > as to what he was trying already... I dunno.. > > See ya, > Eugene --------------------- To unsubscribe go to http://gameprogrammer.com/mailinglist.html