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      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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daedalic

Memory conservation for tiled textures using Ogre 3D

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I'm developing an iOS game targeting iPad 3/4 that features a high resolution map display. I am using Ogre 3D as a graphical foundation. I have 100 1024x1024 textures stored as .png files which take up 58 MB of hard disk space total. I would like to display anything from 2 to 40 of these textures at once depending on zoom level. I would also like to keep RAM usage below 500 MB if possible.

I have set up some code to load all of these textures as a unique material, each assigned to a Rectangle2D. I then attached 16 of these textures to a scene node to make them visible. This resulted in around 400 MB of memory usage at varying zooms. Attaching all of the textures to that node resulted in a crash due to lack of ram even if 96 of them were off screen and culled.

I am generating 5 mipmaps by default. Assuming these were in .png format it would only roughly double the 58 MB. Obviously there is some decompression going on here. (If the generated mipmaps were completely decompressed, this would account for the memory usage). I can lower the resolution by a factor of 2 and make this work easily enough, but I'm trying to avoid having to do that.


What tools and strategies are available to conserve RAM in this case?

Thanks for any help!
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I solved this issue by using PVRTC compression since pngs were being fully decompressed on the hardware.
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