The memory tag has no wiki summary.
1
vote
1answer
81 views
Why doesn't RGB565 lead to a smaller memory footprint on Android?
I'm using LibGDX for my game. I'm loading 9 bitmaps into memory at once using the AssetManager, about 512x512 pixels each on average.
TextureParameter texParam = new TextureParameter();
...
0
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0answers
21 views
Class Pointers vs Reference [migrated]
I understand the basics of pointers and references, but the biggest issue I have is in deciding when they should be used (and which). The main example I will give is one of a basic game. Assume the ...
3
votes
2answers
112 views
Memory Leak in SharpDX
one Thing I found out: Windows 7 produces a memory leak while using certain methods to access rendertargets. Why doesn't Windows 8 leak at this method?
public class Game : SharpDX.Toolkit.Game {
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-2
votes
0answers
17 views
jbutton when clicked, not hiding images
private JButton buttons[][]=new JButton[4][4];
int i,j,n;
public int open=0;
private JButton opens[]=new JButton[1];
public ImageIcon images[] = new ImageIcon[20];
public Concentration() {
...
3
votes
2answers
92 views
Circular Method Calls
The title may be a little wrong for what I am asking, but that was the closest I could think of.
My problem is I am making a game that includes a World class and a WorldObject class. the World class ...
3
votes
2answers
204 views
What is the range of RAM consumption for the typical 3D character in a video game?
What is the average number of KB in memory for a 3D character?
Granted, this will obviously be biased based on what game we're talking about.
However, I am less interested in actual size in KB, and ...
0
votes
1answer
163 views
An API independent way of managing video memory?
I'm developing a game. The game architecture is very modular. I have a "Graphics Engine", which uses either a Direct3D or OpenGL renderer. However the user does not have access to the renderers ...
3
votes
2answers
129 views
Spritesheet filesize gets huge after compiling
I have a 14x2 spritesheet which has 125 Kb in raw .png.
But as soon as I compile that to .xnb, it mutates to 4 MB.
So my question is: Why is that? And how can I fix that?
2
votes
2answers
134 views
How to load up many images without using too much memory
When writing games, I am aware that images take up a lot of space. If one has a large graphical game, they don't want problems with memory, or to give players the message "Go buy a better computer to ...
-4
votes
3answers
105 views
When do assets get loaded into video memory? [closed]
Specifically when do textures / geometry load into video memory? Do objects need to be in a direct line of sight (on screen) or are they drawn in at a certain camera radius?
Obviously thing like ...
4
votes
1answer
241 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.
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15
votes
5answers
982 views
Why is chunk size often a power of two?
There are many Minecraft clones out there and I am working on my own implementation. A principle of terrain rendering is tiling the whole world in fixed size chunks to reduce the effort of localized ...
6
votes
1answer
214 views
Why do mesh classes still contain vertex arrays if VBO's exist?
I find I'm a bit confused about the practical use of resource management in combination with memory not tied to the CPU. Correct resource management is often recommended in game tutorials, books and ...
0
votes
1answer
137 views
Storing large array of tiles, but allowing easy access to data
I've been thinking about this for a while. I have a 2D tile bases platformer in XNA with a large array of tile data, I've been running into memory problems with large maps. (I will add chunks soon!)
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