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#Actualfutlib

Posted 23 April 2013 - 03:18 AM

I'm working on a 2D game and am starting to see some short lags caused by image decompression (I'm using rather large graphics to support high resolutions). I suppose I'll have to load all my textures upfront and show a loading screen, now I'm wondering how to best go about this. I can think of two approaches:

 

1. Instantiate all entities for a scene when the scene is being created (Every entity is currently loading its own texture when it is being instantiated, so that should do). The manual effort seems a bit error prone though (easy to forget), and might mess up the code a bit.

 

2. Have a mapping from image paths to image IDs and use the IDs to load images in the code. That way I can load all the image files when the game starts. But it's tedious to add a mapping for every image I use, and not very flexible as I cannot have loading screens for individual scenes.

 

I'm not particularly enthusiastic about either approach. How is this commonly being solved? I can find some literature on this that focuses on huge 3D games, but that doesn't seem to apply too well to my small 2D game.


#1futlib

Posted 23 April 2013 - 03:16 AM

I'm working on a 2D game and am starting to see some short lags caused by image decompression (I'm using rather large graphics to support high resolutions). I suppose I'll have to load all my textures upfront and show a loading screen, now I'm wondering how to best go about this. I can think of two approaches:

 

1. Every entity is loading its own texture when it is being instantiated. So making sure to create all entities for a scene when the scene is being created should suffice to load all textures upfront. It's a bit error prone though - easy to forget - and messes up the code a bit.

 

2. Have a mapping from image paths to image IDs and use the IDs to load images in the code. That way I can load all the image files when the game starts. But it's tedious to add a mapping for every image I use, and not very flexible as I cannot have loading screens for individual scenes.

 

I'm not particularly enthusiastic about either approach. How is this commonly being solved? I can find some literature on this that focuses on huge 3D games, but that doesn't seem to apply too well to my small 2D game.


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