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

  • From: Eugene Marcotte <mrpicalo@xxxxxxxxxxx>
  • To: gameprogrammer@xxxxxxxxxxxxx
  • Date: Sun, 04 Jul 2004 14:07:26 -0400

That depends though...
If you load an image or set of image for each object and have 5 of the
same objects you're going to have 5 of the same surface... Right?

I mean I don't know if his friend is doing this or not so I'm just
trying to brainstorm i guess...


On Sun, 2004-07-04 at 14:00, Kevin Jenkins wrote:
> 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
> 


---------------------
To unsubscribe go to http://gameprogrammer.com/mailinglist.html


Other related posts: