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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
votes
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 { ...
-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. ...
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!) ...