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FREE SOFTWARE GIVEAWAY

We have 4 x Pro Licences (valued at $59 each) for 2d modular animation software Spriter to give away in this Thursday's GDNet Direct email newsletter.


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#Actualfutlib

Posted 25 April 2013 - 07:47 AM

Just implemented the texture caching. Unfortunately, my memory estimates were quite off as I was doing them based on the size of the compressed images... In reality, having all images in memory causes a resident set of around 280MB, virtual memory usage being around 2.8GB. Considering that we'll probably end up with three times as many images, this seems way too much.

 

So I suppose I'll have to look into per-scene preloading. The options I considered so far still apply, slightly altered:

 

2a. Have a mapping between image IDs and image paths, with a separate section for each scene

2b. Have a list of images to preload for each scene

2c. Preload all images in a specific directory at the start of each scene

 

2c seems pretty unattractive now... Yet I can't imagine that most games handle this by simply hard coding/mapping all image paths (2a/2b).


#3futlib

Posted 25 April 2013 - 07:45 AM

Just implemented the texture caching. Unfortunately, my memory estimates were quite off as I was doing them based on the size of the compressed images... In reality, having all images in memory causes a resident set size of around 280MB. Considering that we'll probably end up with three times as many images, this seems way too much.

 

So I suppose I'll have to look into per-scene preloading. The options I considered so far still apply, slightly altered:

 

2a. Have a mapping between image IDs and image paths, with a separate section for each scene

2b. Have a list of images to preload for each scene

2c. Preload all images in a specific directory at the start of each scene

 

2c seems pretty unattractive now... Yet I can't imagine that most games handle this by simply hard coding/mapping all image paths (2a/2b).


#2futlib

Posted 25 April 2013 - 07:37 AM

Just implemented the texture caching. Unfortunately, my memory estimates were quite off as I was doing them based on the size of the compressed images... In reality, having all images in memory causes a resident set size of around 280MB. Considering that we might have up to three times as many images, this seems way too much.

 

So I suppose I'll have to look into per-scene preloading. The options I considered so far still apply, slightly altered:

 

2a. Have a mapping between image IDs and image paths, with a separate section for each scene

2b. Have a list of images to preload for each scene

2c. Preload all images in a specific directory at the start of each scene

 

2c seems pretty unattractive now... Yet I can't imagine that most games handle this by simply hard coding/mapping all image paths (2a/2b).


#1futlib

Posted 25 April 2013 - 07:24 AM

Just implemented the texture caching. Unfortunately, my memory estimates were quite off as I was doing them based on the size of the compressed images... In reality, having all images in memory causes a working set of ~XMB, and a resident size of ~280MB. Considering that we might have up to three times as many images, this seems way too much.

 

So I suppose I'll have to look into per-scene preloading. The options I saw so far still apply, slightly altered:

 

2a. Have a mapping between image IDs and image paths, with a separate section for each scene

2b. Have a list of images to preload for each scene

2c. Preload all images in a specific directory at the start of each scene

 

2c seems pretty unattractive now... Yet I can't imagine that most games handle this by simply hard coding/mapping all image paths (2a/2b).


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