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.
-2
votes
1answer
54 views
Libgdx incredibly high RAM usage! [closed]
Alright so I'm new to Libgdx and Game programming in general, and I've got a huge problem.
If I leave my game on, it will start to eat memory, pretty fast at that, until it reaches a point my PC ...
0
votes
1answer
22 views
Generating Formulas for glDrawElements with Tile Grids
glDrawElements can be used to save you from uploading a lot of vertices to the GPU.
Many 2D games use tiles, which are rendered in grids.
I have done some experimenting with the indices array. For a ...
1
vote
1answer
59 views
Method of handling audio and memory in game
I've started coding a new game project and I've implemented Ogre for the graphics rendering and begun thinking about the audio side of things.
I was considering using the SFML audio component for ...
1
vote
0answers
43 views
Unity Profiler - What would cause PlayerEndOfFrame to have 10-16MB in GC Alloc?
I can't find much documentation on what "PlayerEndOfFrame" does. Sure it is the end of a frame but what would cause the GC Alloc to go so high?
This is the profiler results from a debug build on a ...
2
votes
1answer
37 views
Java - Loading background music into memory
I am currently developing a game with Java, with a soundtrack consisting of ten tracks in .ogg format, 1-2 MB in size each. To be able to switch between these tracks quickly and easily in the game, ...
1
vote
2answers
144 views
How can I minimise memory thrashing when doing vector math in C# or C++?
I'm doing a lot of 3D math in my game engine loop using typical classes like Vector3D, Matrix4x4, Plane3D, etc. Currently every operation causes a new object to be created for the result value. The ...
4
votes
3answers
212 views
What is the most appropriate path-finding solution for a very large proceduraly generated environment?
I have been reading quite a bit in order to make the following choice: which path-finding solution should one implement in a game where the world proceduraly generated, of really large dimensions?
...
4
votes
1answer
407 views
Memory-Efficient, Optimized Terraria-Like 2D Lighting
I am working on a terraria-clone and I am aiming for it to be able to be run on most Android devices. I am able to generate a world, jump around, etc but I am not looking to add in some efficient ...
0
votes
1answer
30 views
OpenGL Mapped Memory Shader Source
Is there any way to get a pointer to a newly created shader object's source? I'd like to load a shader directly from file in to my shader object instead of loading to an intermediary variable and then ...
13
votes
2answers
638 views
Good way to handle offscreen AI?
For example sake:
Let's say there are 10 rooms in the world.
And let's say the world is inhabited by 10 entities.
And each entity has it's own "daily routine" where it performs
certain actions in ...
3
votes
1answer
68 views
Multiple semi-dynamic objects in one VBO
I am working on a game that uses opengl 3. The huge geometry is spread over a grid of about 270,000 cells. The geometry in each cell, though not very frequently, can change independently from other ...
2
votes
2answers
290 views
C++ struct doesn't align correctly to a pixel shader cbuffer
To expand from my previous question, I must add I can't correctly map my C++ structs to a corresponding cbuffer inside the pixel shader. When outputing random colors defined in the struct C++ side, it ...
0
votes
2answers
86 views
Amount of Data Calculated in a Game [closed]
So... I am theorizing the development of a 2d living persistent fullsized world with simulated ecossystem, etc..., and many, many objects, but how can I handle the giant amount of data that will be ...
4
votes
2answers
517 views
Mapping a C++ struct to an HLSL cbuffer
Out of curiosity (and peace of the mind...) I wondered how DirectX decides which attribute from a struct corresponds to the right variable inside an HLSL cbuffer-register(x) (apart from the order/type ...
1
vote
2answers
116 views
Smallest, most memory-efficient way to have tiles? (C++/OpenGL)
I need to have tiles in my game, just 16x16 images, there would be hundreds (or even thousands) that make up a level. Of course it's not viable to have thousands of memory-hog normal entities, but ...
0
votes
1answer
47 views
Best approach for level specific textures
TL;DR: Best way to handle level-specific textures without overkilling memory usage and killing performance and keeping things clean in OpenGL for mobile (also lower-end devices) and desktop using ...
0
votes
1answer
38 views
Segmentation fault on reallocation of memory but why? [closed]
I have been learning to code in C from this amazing resource http://c.learncodethehardway.org/book/
I am on exercise 17. Basically creating your own simple database using Malloc. I modified the ...
9
votes
1answer
541 views
Why are 16×16 pixel tiles so common?
Is there any good reason for tiles (e.g. Minecraft's) to be 16×16?
I have a feeling it has something to do with binary because 16 is 10000 in binary, but that might be a coincidence.
I want to know ...
2
votes
1answer
136 views
Is it possible to completely avoid copying image data when uploading textures to the GPU on iOS?
I am not a game developer, but I have been doing iOS software engineering for many years. I have a particular interest in graphics and animation, but the finer details are still a little foreign to ...
10
votes
6answers
3k views
Do Game Objects which lay outside camera view consume computer/mobile resources in Unity?
In unity, let us suppose that I have some Game Objects in my scene that are not visible to camera and so are not rendered while the game is running.
Will these Game Objects be consuming ...
1
vote
1answer
286 views
Does game engines (like Unreal, Unity, Crafty) add value compared to pure js frameworks (react, ember..) for my isometric tile-based games [closed]
I'd like to create a huge tile-based board (say 100K tile). The game does not have any advanced graphics (you don't see the players or landscapes), the main difficulty is that it has 100K tiles to ...
1
vote
0answers
60 views
Dynamically allocate memory for object array [closed]
I'm trying to create a RPG game and for a test I thought I might draw the same tile(20x20 pixels) over the whole window(720x480), it works and renders the tiles fine but the amount of memory and CPU ...
1
vote
0answers
21 views
Full-motion transparentized video clips
This is sort of a question following onto a previous question I wrote specifically targeting XNA. Understanding that it's an involved enough process that I'd want to manage memory myself, I'm now ...
0
votes
1answer
71 views
memorizing button tap code iOS game
I'm using a single view app in Xcode 6.1 for my game with Storyboards. Not unity or sprite kit. It's a small game not even 3MB. Anyways, I created un-lockable characters with a BOOLEAN.
...
1
vote
2answers
120 views
Memory strategy for multilayer, tilebased maps
I am currently developing a 2d mmorpg and am having some memory issues with regards to my tile based map. The client takes a little while to load and then sits around 1GB ram, because I am loading ...
0
votes
1answer
97 views
Is there a reason to keep maps in memory?
I've noticed for a long time that games (mostly FPSes) do not unload the map when the user has finished with it (aka, disconnecting from servers, server changing maps).
The result of this is that the ...
10
votes
1answer
695 views
Why is it Important to have render targets with the same bit size?
I am currently thinking of what type of GBuffer I'll need for deferred shading, hence I tried also to document myself online about the most common ones and their format.
Most of the GBuffer that ...
0
votes
2answers
100 views
Maximum Number of Bends - Snake [closed]
A naive Snake game implementation works by using a queue data structure to store the position of every single square that the snake is a part of.
You can reduce the amount of memory by only storing ...
0
votes
2answers
116 views
Manage game objects depending on visibility [closed]
I'm trying to create an adventure game in 2D and I'm thinking about map management/objects.
Here is what I've got in mind in terms of modelling:
Now, I would like to create entities based on ...
0
votes
0answers
71 views
Drawing pathmap [Solved]
I am developing an editor for my game and I like to implement something like this (screenshot from wc3 editor):
(I need the pathmap)
I have one implementation already, I just store in chunk renderer ...
6
votes
5answers
2k views
How to make blocks like “redstone” working in a minecraft-like game when the chunks are not loaded
I'm working on a 2D minecraft-like game, I use chunks to save my world and each chunk has 128*128 blocks in it.
And infinite chunks can create an infinite world.
Memory should never be infinite and ...
2
votes
1answer
178 views
Rearranging array for memory efficiency
This is a question about a passage from this article:
I suggest having every game object exist within a single giant array.
This keeps game objects together in memory, and even though deletion
...
2
votes
1answer
707 views
Texture compression strategy for Android OpenGL ES that caters for alphas
I have a 2d Android game that is currently causing certain devices to run out of memory. I have a number of PNGs (about 10 MBs in total) that I use in the game at various times. At some points in the ...
23
votes
6answers
7k views
How to solve the big video memory requirements in 2d game
We are developing 2d game (Factorio) in allegro C/C++ and we are facing the problem with increasing video memory requirements as the game content increases.
What we currently do is, that we gather ...
10
votes
2answers
1k views
Why is custom memory management needed for assets?
Pretty much all resources relating to game programming, especially 3D open-world games, talk about how you have to constantly be unloading and reloading assets to and from disk, system memory, and ...
0
votes
2answers
356 views
Efficient way to check collision with potentially hundreds of objects [duplicate]
I am trying to make a top down shooter that could potentially have hundreds of objects at once at one point. I need to check collision with projectiles, walls, and enemies. I am currently using ...
1
vote
0answers
303 views
Why are png files so much larger in RAM than on disk? [closed]
I have images that take up 119 MB on disk, but when I load them into my game, they use 850 MB of RAM. Why is this? How can I decrease the amount of RAM they use?
My images are high resolution PNG ...
2
votes
1answer
942 views
glDeleteTextures - release data, but keep the texture ID?
In OpenGL, is it possible to release texture data, but keep the same texture id? I want to unload textures when they aren't needed, but load them again later when they are.
There are a lot of objects ...
0
votes
0answers
28 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
123 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 ...
3
votes
2answers
219 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
170 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
1k 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
428 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
224 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 ...
11
votes
1answer
2k 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 ...
14
votes
2answers
788 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
326 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 ...
4
votes
2answers
868 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
203 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 ...