A way of organizing and storing information so that it occupies as small an amount of memory as possible while still retaining its full usefulness.
4
votes
1answer
141 views
MMORPG game map in-memory storage techniques
For 2-3 years I've been interested into MMO development.
I'm browsing some emulators source codes and open source projects.
Usually I'm checking how the game server stores data about the 2D map.
...
-3
votes
0answers
50 views
On average, how many scenery objects on an average-sized map [closed]
I know it's a stupid question, but I couldn't find the answer on Google or here. Ideally, I'm looking at best-case-scenario, common-scenario and worst-case-scenario statistics. This is excluding the ...
-5
votes
2answers
166 views
How much lines of code is 1kB? [closed]
My friend told me that it's something about 40 lines of code for 1kB.
For an old 8-bit computers with 48kB of RAM it is only 1920 lines of code!
Then when I think about it, it seems to me ...
1
vote
0answers
77 views
Replacement memory allocators - pros and cons [duplicate]
I am developing a hobby project to learn game engine development and to have a platform where I can test new ideas and have fun. Currently I have a quick-and-dirty multiplayer server and client using ...
0
votes
1answer
143 views
Is a HashTable the best way to store replay data in C#?
I'm looking to make a deterministic replay in my 2D game. I want to follow a similar approach to braid in storing the relevant information every frame (at 60 frames per second).
I wanted to know what ...
1
vote
4answers
108 views
How to get a large quantity of photographs in an app while being memory efficient??
There have been a lot of word games (apps) lately and some use graphics but others use photographs and I was hoping that someone could explain how these games manage to get so many photos in an app ...
1
vote
0answers
51 views
Another Question from the Image Efficiency for Memory Handling
At this topic, "Which image format is more memory-efficient: PNG, JPEG, or GIF?", one of the fellow Game Development community @Panda Pajama told about the complex concept about image memory handling ...
-2
votes
1answer
89 views
Music and SFX Question on Memory Efficiency [closed]
What should I recommend: MP3 or WAV for the SFX? Also, what should I do to handle the memory in music or SFX?
41
votes
6answers
4k views
Which image format is more memory-efficient: PNG, JPEG, or GIF?
Which image format is more efficient to save memory? PNG, JPEG, or GIF?
0
votes
0answers
283 views
Limited Screen Switching Count Memory Issue
When making my simple app for revisions to update the latest changes, I test it first between the device (Google Nexus 7) and desktop using Eclipse IDE. I made eleven screens for the game in terms of ...
1
vote
1answer
285 views
Game-components and memory management
I'm stitching together the workings of a component based game engine, and as such have been deeply reading into many aspects of both game engine architecture and a fair amount of opinionated theory of ...
0
votes
1answer
195 views
How to resolve duplicate data in Entity Systems?
Whilst working on examples and upgrades for my C++ Entity System, something randomly caught the attention of my mind, by surprise: duplicate data. What I'm referring to is how an entity system that ...
-4
votes
1answer
140 views
Dynamic cubes for cube engine [closed]
I had an idea for a cube world (i'm writing in C#) that would make creating new types of cubes simple and dynamic. Here is how I imagine it:
1.Text file stores everything including block name, ...
2
votes
3answers
248 views
How to force a garbage collector swep on libgdx?
I found that you can control your memory usage on libgdx with:
int javaHeap = Gdx.app.getJavaHeap();
int nativeHeap = Gdx.app.getNativeHeap();
But, How can I force a garbage collector cleanup? I ...
1
vote
2answers
218 views
Recommended formats to store bitmaps in memory?
I'm working with general purpose image rendering, and high-performance image processing, and so I need to know how to store bitmaps in-memory. (24bpp/32bpp, compressed/raw, etc)
What is the "usual" ...
1
vote
2answers
194 views
How to deal with large open worlds?
In most games the whole world is small enough to fit into memory, however there are games where this is not the case, how is this archived, how can the game still run fluid even though the world is so ...
0
votes
0answers
108 views
Out of Memory when building an application
I have quite a major problem with my Multimedia Fusion 2 game. I finished it months ago, however, the only thing keeping me from finally compiling the game into an executable file is this error ...
-1
votes
2answers
176 views
Dealing with new animations in html5
Wish I knew of a better title, but the issue is rather specific.
So the producer of the game I'm working on has given me new animations to put in the game. I knew there might be issues right off when ...
5
votes
3answers
661 views
What is the technical definition of Sprite Batching?
Platform and language agnostically, how is sprite batching defined? It seems as though there are many different techniques for lessening the amount of work when drawing, and that they are often lumped ...
6
votes
6answers
2k views
Map with 20 million tiles makes game run out of memory, how do I avoid it?
While loading extra huge maps, the loading method throws out of memory exception where a new instance of map tile is created. I'd like to have whole map processed at least on server app (and on client ...
0
votes
2answers
348 views
Collision Detection/Map Management in RPG
I'm making an rpg game. I have a Grid class which takes a char[][] to create tiles. The way I'm currently doing collision detection is by creating a Player and assigning it the grid it should be ...
0
votes
1answer
116 views
What is an acceptable GC frequency for a SlimDX/Windows/.NET game?
I understand that the Windows GC is much better than the Xbox/WP7 GC, being that it's generational and multithreaded -- so I don't need to worry quite as much about avoiding memory allocation.
SlimDX ...
3
votes
1answer
276 views
OpenGL FBO to OpenCV image
I am trying to figure out the best way to share an image between OpenGL and OpenCV libraries. I perform a render to texture on OpenGL, so I have and FBO/texture that then I want to pass it OpenCV, ...
2
votes
2answers
194 views
Serverside memory efficiency and threading for a turn based game
Im programming on a turn based war-game for some years now (along with the engine) and Im having quite a hard time at figuring out what the games server architecture should look like, since most game ...
3
votes
1answer
386 views
Can glTexImage2D() use an already existing memory block?
Can I use glTexImage2D() and / or glTexSubImage2D() (or maybe there's some other method I don't know about) with an already existing block of memory, instead of always uploading the changed pixels? I ...
1
vote
2answers
421 views
How can I efficiently store tilemaps in work memory?
I've been working on different tile-based projects, but never really bothered with being efficient memory-wise. Each tile was represented by a tile class which would hold the following:
X and Y ID ...
0
votes
4answers
594 views
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 ...
0
votes
1answer
193 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 ...
1
vote
3answers
405 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
votes
1answer
164 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 ...
8
votes
3answers
2k 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 ...
0
votes
1answer
405 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 ...
3
votes
1answer
420 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 ...
0
votes
1answer
1k 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.
...
31
votes
2answers
2k 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
votes
1answer
498 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 ...
30
votes
7answers
10k 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
votes
3answers
919 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 ...
0
votes
1answer
492 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 ...
2
votes
3answers
614 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.
...
6
votes
2answers
378 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 ...
7
votes
2answers
2k views
Best memory allocation strategy for iOS?
I'm debating myself about memory allocation on iOS. I write most of my code in C++ and I really like using ObjectPools, FreeLists, etc. In order to pre-allocate a lot of the stuff that I'll be ...
9
votes
5answers
2k views
How much memory usage is too much in a Flash game?
I'm developing a Flash game, and I can appreciate that the memory usage is a little high for a Flash game (I think). Let's say 100+ MB.
So how much is too much when talking about memory usage in ...
13
votes
3answers
1k views
Dynamic Memory Allocation and Memory Management
In an average game, there are hundreds or maybe thousands of objects in the scene.
Is it completely correct to allocate memory for all objects, including gun shots (bullets), dynamically via default ...
0
votes
2answers
773 views
opengl memory issue - quite strange
I have heard that textures consumes lot of memory but I am surprised how much....
I have 7 textures 1024 16 bit each. And while I will run my app it consumes 57MB of memory.
I think that this is "a ...
10
votes
2answers
953 views
'Zoning' up areas on a large tile map, as well as dungeons
My game is having a map like that of Minecraft, in the way it's pseudoinfinite and randomly generated. And big. Say the user has explored a 1000x1000 zone (2D here), so that's 1,000,000 tiles.
...
8
votes
2answers
540 views
Efficient structure for representing a transform hierarchy
Can anyone suggest a memory efficient way to represent a tree of matrices, for example in a hierarchy model?
I'm particularly keen to preserve data locality, and I suspect a structure-of-arrays ...