This is a very simple question. Let's say my render loop runs at 60Hz, in each call to render(), I draw all my game's buildings, characters and scenery to make the current frame ready. Each of these ...
Interleaved - all vertex data (position, normal, texcoord...) kept in 1 vertex buffer, separate - each vertex attribute is kept in a separate vertex buffer (1 for positions, 1 for normals...). I know ...
I have a 14x2 spritesheet which has 125 Kb in raw .png. But as soon as I compile that to .xnb, it mutates to 4 MB. So my question is: Why is that? And how can I fix that?
When writing games, I am aware that images take up a lot of space. If one has a large graphical game, they don't want problems with memory, or to give players the message "Go buy a better computer to ...
There are many Minecraft clones out there and I am working on my own implementation. A principle of terrain rendering is tiling the whole world in fixed size chunks to reduce the effort of localized ...