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
18 views
Memory Management on Physic Body Frames in Unity
Compared from the Android programming with the help of LibGDX and Eclipse programming software in making 2D physics based game from this previous question, what if I'm throwing lots of game objects ...
0
votes
0answers
24 views
How can I handle collision detection between many objects efficiently? [duplicate]
I have made a game that runs poorly. I suspect that the way that I programmed the collision detection in the game loop could be the problem.
My game has two player-controlled tanks which fire ...
0
votes
1answer
87 views
What coding issues can be significant in damaging the performance of a game? [closed]
I have just finished a 2D game in Java that I've been working on for a while.
I found that on some computers it runs fine, and on others (which are not particularly slow in general), the game runs a ...
2
votes
2answers
60 views
Why aren't resources such as Pixmap disposed on finalization in LibGDX?
I've been looking at the LibGDX framework, and certain classes such as Pixmap require to be disposed manually when you are no longer using them (call the dispose method).
I'm wondering, since this is ...
0
votes
1answer
97 views
Load all bitmaps at once or only when needed?
I am starting to get a pretty hefty amount of bitmaps in my 2d game for android. I load them all in 3 colors to save some memory but the thing is, I load all of them when "Start game" is pressed, even ...
1
vote
3answers
143 views
How do I efficiently use 16 bit texture coordinates?
While loading a model I get a big array of 32 bit floating point texture coordinates. I just upload that to a single vertex buffer (along with other data, such as vertices, normals, etc.) and use it ...
0
votes
2answers
146 views
How can I reuse objects going off left side of screen, by putting them offscreen on the right side?
I have an array of roughly 10,000 tiles over a 2d grid. When a tile goes off screen, I'd like to recycle it by disabling the renderer, repositioning it just before it comes on screen again, then turn ...
2
votes
2answers
107 views
Replicating no. of sprites without letting the app to slow down and crash
Is it possible that if I'm making a a simple drag-n-drop game, does making a new sprite via constructor with texture as a parameter makes the game slower and depletes more memory until it crashes or ...
5
votes
1answer
423 views
How to benefit from cpu cache in a entity component system game engine?
I often read in the ECS game engine documentations that is a good architecture for using cpu cache wisely.
But I can't figure how we can benefit from cpu cache.
If components are saved in an array ...
10
votes
2answers
353 views
How do you prepare for out of memory conditions?
This can be easy for games with well defined scope, but the question is about sandbox games, where the player is allowed to create and build anything.
Possible techniques:
Use memory pools with ...
0
votes
2answers
217 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
265 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 ...
1
vote
2answers
98 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 ...
6
votes
1answer
313 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.
...
-5
votes
2answers
338 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
82 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
217 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
137 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
64 views
Another Question from the Image Efficiency for Memory Handling [closed]
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
139 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?
47
votes
5answers
7k 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
436 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
376 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
315 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
176 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
819 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
350 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
256 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 ...
-1
votes
2answers
188 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 ...
6
votes
3answers
1k 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 ...
7
votes
6answers
3k 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
456 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
136 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
531 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
230 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
503 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
587 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
871 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
236 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
450 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
171 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 ...
10
votes
3answers
3k 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
486 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 ...
4
votes
1answer
570 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 ...
33
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
567 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 ...
35
votes
8answers
14k 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 ...
14
votes
3answers
1k 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
563 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
755 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.
...