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

  • From: "Alan Wolfe" <atrix2@xxxxxxx>
  • To: <gameprogrammer@xxxxxxxxxxxxx>
  • Date: Mon, 5 Jul 2004 00:05:29 -0700

yeah, hes doing shared surfaces, meaning if you have "blah.jpg" used in
several places, it's only loaded once (:

----- Original Message ----- 
From: "Kevin Jenkins" <gameprogrammer@xxxxxxxxxx>
To: <gameprogrammer@xxxxxxxxxxxxx>
Sent: Sunday, July 04, 2004 4:21 PM
Subject: [gameprogrammer] Re: memory management in a game with LOTS ofart


> Depends if he is talking about using one shared surface or using one big
> surface for all images and blitting out parts of it.  Sharing surfaces
saves
> memory.  Using one big surface does not.
>
> ----- Original Message -----
> From: "Eugene Marcotte" <mrpicalo@xxxxxxxxxxx>
> To: <gameprogrammer@xxxxxxxxxxxxx>
> Sent: Sunday, July 04, 2004 11:07 AM
> Subject: [gameprogrammer] Re: memory management in a game with LOTS ofart
>
>
> > 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
> > >
> > >
> > >
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> >
> >
>
>
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