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      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      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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greenpig83

Manage user avatar...

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Hi, I have a common problem like this!

 

In my game each user have an avatar. It's a small image about 128x128 size.  (I use D3DSprite  to draw the avatar on screen)

I have hundred of them for user to select, or they can upload their own. I think most system have this like forum...

There are alot of them that load them all at start of game is not nice! So I want to load them only when that avatar appear on screen. And keep about 100 avatar at a time! When a avatar is loaded it will have a loading image instead! The avatar will be free if it is not used ...

 

If we use each texture for an avatar, it's simple. I'm not tested yet, but i think display many texture at a time will slow down the performance (if we in a lobby screen or ranking screen, there will be ~ 20-50 players on screen). I prefer to load all the small image into 1 big one, that will speed up a lot! Because D3DSprite draw well with less texture!

 

But as we know, when we change a texture, we need to lock it, and i'm not sure we can still draw it while it's locking. Furthermore, I read at

 

http://social.msdn.microsoft.com/Forums/en-US/07e44457-75c2-432e-9a8c-d6e550003eba/background-texture-loading?forum=gametechnologiesdirectx101

 

they adviced not to use thread for loading texture. So that will be problem. I dont want the game to stop just to load all the user avatar. What will you do in this situation ?

THanks

Edited by greenpig83
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