Hello GameDev Community,
Ok, this covers 2d opengl (or it really doesn't matter). Before i do any further moves in my project i would like to ask for advices/comments/opinions here. I'm bit confused with some memory management issues.
I'm planning complete 2d game which will assume 10-20 object types. Each object type will have perhaps 50-64 128x128/256x256 frame animation (atlas size isn't specified). There will be other misc animations.
I'm not sure whether video card will explode after such frame rush. Right now, i'm using default sprite sheet method - one animated atlas, each frame is done via clip draw. Currently, these are test sprites 64x64 in 512x512 and everything is fine.
I could do future animations in huge atlases but that would result like 8192x8192 (or more?) for each object(~x20) - would that be fatal? Or loading each frame is the key? (i have doubts about it)
Maybe this is naive but anyway i'd ask: what are good algorithms that deal up with animation management? Or it would be fine to continue in such way and have no worries? False alarm then. The point is, i want older computers (let's take for example average laptops of 2004-2009) to be able to work out with it.
Thank you for attention!
Edited by Neuton Mouse, 06 January 2014 - 11:11 AM.