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.
0
votes
0answers
33 views
How to reduce memory footprints of animated trees in Unity [on hold]
I am currently doing some research on the subject of 'Best practice on reducing memory footprints of animated trees in Unity.' I felt it would be extremely beneficial to get some information and ...
1
vote
1answer
62 views
NPOT texture and video memory usage
I read in this QA that NPOT will take memory as much as next POT sized texture. It means it doesn't give any benefit than POT texture with proper management. (maybe even worse because NPOT should be ...
0
votes
2answers
194 views
What alternatives to large arrays do I have for level data?
So I'm going to store my levels in int[] arrays.
Most levels are going to be 300*300*300. However, there will be about 24 levels and so that is 24 int arrays of size 300*300*300. However, that would ...
3
votes
2answers
220 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 ...
34
votes
8answers
13k 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 ...
0
votes
0answers
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.
...
10
votes
6answers
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 ...
0
votes
4answers
815 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 ...
3
votes
1answer
388 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, ...
46
votes
5answers
6k 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?
4
votes
1answer
259 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.
...
10
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 ...
-5
votes
2answers
285 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
78 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
197 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 ...