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#ActualThe_Neverending_Loop

Posted 23 August 2012 - 02:46 PM

You could do it that way, but I believe if you load a sprite sheet instead and and just render certain parts of the sprite sheets (in reference to its current animation), you should see some performance increase.

Unless you plan on the user themselves running the game from console (i.e you tell them to go type in java myGame) then there really shoudln't be an issue, you can obscure (hide) those parameters from the user in many ways, so they basically just click on something to run the game, you might want to look at packaging it all into a jar and looking up making executable jar files. That can be an alternative.


EDIT!!! I just noticed you wrote that the background image is a 11000 px x 6000 px, at first i understood this as a 1100 x 600 px. this is going to take a HUGE chunk of memory and i dont recommend directly loading it, split this image into many pieces and load one up at a time. Even though the image is PNG and depending how you are doing things this image can take up to 264megabytes of DATA!!!.

#1The_Neverending_Loop

Posted 23 August 2012 - 02:43 PM

You could do it that way, but I believe if you load a sprite sheet instead and and just render certain parts of the sprite sheets (in reference to its current animation), you should see some performance increase.

Unless you plan on the user themselves running the game from console (i.e you tell them to go type in java myGame) then there really shoudln't be an issue, you can obscure (hide) those parameters from the user in many ways, so they basically just click on something to run the game, you might want to look at packaging it all into a jar and looking up making executable jar files. That can be an alternative.

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