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Posted 18 February 2014 - 02:36 PM
Posted 18 February 2014 - 03:04 PM
If I can avoid having to refactor everything I'd actually prefer not to use spritesheets so long as I can put my fears about performance and simple organization to sleep.
If you really don't want to make sprite sheets, you can try to minimize the number of images, and use more real time rendered graphics instead....but I don't think a bunch of 32x32 pixel images will take much of a performance hit anyways (How many files are we talking about?). Just keep going like you are, and if you do see a performance issue, implementing sprite sheets isn't really very difficult.
Edited by minibutmany, 18 February 2014 - 03:05 PM.
Posted 18 February 2014 - 04:32 PM
Its usually best to use a sprite sheet along with an alias (to tell you where certain images are). This is especially important when working with OpenGL or any hardware graphics api, as switching textures can be VERY slow. So if your just using software rendering, keeping separate images should be OK, but with hardware you should always make sure to use sprite sheets if you can. Here's a really nice sprite sheet packer that you may find useful http://spritesheetpacker.codeplex.com/ in case you find working with separate images easier (its windows only though!)
Edited by xDarkShadowKnightx, 18 February 2014 - 04:33 PM.