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Thread: Guide to faster games with less memory usage

  1. #101
    Clicker Multimedia Fusion 2
    ezzypixel's Avatar
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    Quote Originally Posted by Anders View Post
    Tip:
    Try to make your graphics of a size close to something of a power-of-two. It will waste less precious memory.
    A power of two size is one of the following: 8,16,32,64,128,256,512,1024
    Images less than 8x8 pixels will be stored in a 8x8 texture as they cannot be smaller than that.
    You can easily use different sizes for your width and height, they don't have to be equal.
    Hi, where can I find more information about this? And would this be a good practice even when making games for the PC?

    Edit: What I really want to know is how this helps to use less memory.

  2. #102
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleSWF Export Module
    happygreenfrog's Avatar
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    Quote Originally Posted by ezzypixel View Post
    Hi, where can I find more information about this? And would this be a good practice even when making games for the PC?

    Edit: What I really want to know is how this helps to use less memory.
    It helps to use less memory because of the GPU, though I'm not 100% sure the exact reason, you could probably look it up on the internet (try searching "GPU texture power of 2" or something like that). I don't think it makes the app take up less hard drive/flash drive/etc. space, though, but it's still an important thing. It also helps make PC games take up less memory, but, since PCs have a lot more memory, it isn't as big of a problem there.

  3. #103
    Clickteam Clickteam
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    Quote Originally Posted by ezzypixel View Post
    Hi, where can I find more information about this? And would this be a good practice even when making games for the PC?

    Edit: What I really want to know is how this helps to use less memory.
    This would only benefit HWA PC games and not standard. This is because the HWA version utilises the GPU to render and draw as opposed to the CPU.

  4. #104
    Clicker Multimedia Fusion 2
    ezzypixel's Avatar
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    Thanks, Danny, & Happygreenfrog.
    Quote Originally Posted by Danny View Post
    This would only benefit HWA PC games and not standard.
    So do you mean like using the DirectX9 display mode as opposed to standard?
    Quote Originally Posted by Danny View Post
    This is because the HWA version utilises the GPU to render and draw as opposed to the CPU.
    So the GPU uses power of 2 for mapping and CPU doesn't?

    Edit: Also, I've read more on the subject, so I've become a little more knowledgable about it.

  5. #105
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleXNA Export Module
    Javira's Avatar
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    This have been asked before by other users but no answer:

    1) To make a background out of 12 unique active static objects 256x256px, each containing 1 frame is better performance wise than making 1 object with 12 frames and duplicate the object 12 times?
    Worded differently, is it better to use duplicates containing many frames or use many unique objects with 1 frame?

    2) Duplicate frames in an animations? Do they take up space in a spritesheet and therefor memory?

    2) Background images lowers performace more than a static object? So as a rule thumb maybe not use them at all?

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