The memory-efficiency tag has no wiki summary.
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How powerful is modern hardware for complex, intensive 2D graphics?
I am embarking on a massive (image quality, file size, high frame count) project. I am still working on the basic engine, but have a big question that I would like answered before I begin testing. (It ...
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1answer
65 views
How many update and draw calls can a windows phone suppport
I'm making a Windows Phone game (XNA 4.0) which requires a lot of activity on the screen. It's working well for now. But what I am concerned about is that it uses a lot of sprites and many of them as ...
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3answers
191 views
How to expose game data in the game without a singelton?
I'm quite new to cocos2d and games programming, and am currently I am writing a game that is currently in Prototype stage. Everything is going okay, but I've realized a potentially big problem and I ...
3
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1answer
130 views
Using allocators for different systems
I am going over the memory architecture for my game and even though I know my memory budgets may not be final, I at the point where I can start using them in a general sense. I know that I will need ...
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2answers
203 views
Custom allocators used in game development
I have been researching creating my own allocator methods (that will support things such as a memory pool and profiling), however, as I continue my research I have been looking for how this was done ...
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1answer
73 views
Correct texture format for Moai with TexturePacker
We are going to use TexturePacker to create our texture atlases for a Moai-based game. I'm wondering what the correct texture format and image format is to use specifically for Moai. Should I just use ...
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1answer
213 views
Storing large layered tilemap
My game consists largely of "sea" tiles with sections of tiles that form "islands". The sea tiles are all exactly the time.
The map itself is pretty large and only going to get larger. I'm trying to ...
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0answers
522 views
XNA WP7 Texture memory and ContentManager
I'm trying to get my WP7 XNA game's memory under control and under the 90MB limit for submission. One target I identified was UI textures, especially fullscreen ones, that would never get unloaded.
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2answers
1k views
How does a game without loading times work?
We're talking about an expansive game that is not divided in levels or checkpoints. A 3D adventure, for example.
3
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1answer
296 views
iOS custom memory allocator
I'm about to start writing an iOS game and I'm going to use mainly C++/C for the core gameplay logic.
I really like pre-allocating everything in the game and try to avoid any dynamic allocations as ...
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5answers
3k views
How'd they do it: Millions of tiles in Terraria
I've been working up a game engine similar to Terraria, mostly as a challenge, and while I've figured out most of it, I can't really seem to wrap my head around how they handle the millions of ...
12
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3answers
516 views
Is there any documentation comparing/contrasting C++ standard library implementations?
(This is not game programming per se, but I'm certain if I asked this on SO I'd get told not to prematurely optimize, even though history tells us every large game ends up worrying about these ...
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1answer
353 views
Animating Tile with Blitting taking up Memory
I am trying to animate a specific tile in my 2d Array, using blitting. The animation consists of three different 16x16 sprites in a tilesheet. Now that works perfect with the code below. BUT it's ...
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3answers
391 views
Creating addons for any game?
I want to be able to create addons for any game, the example I will use is League of Legends. With addons I mean, for example when my level integer changes I want to play a sound in the background.
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2answers
253 views
How to store 'dots and boxes' data?
I'm trying to explore a little as to how I could make a simple 'dots and boxes' game.
The problem I'm facing is in what way to store which lines are allocated by who. The problem lies in the fact ...