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