A way of organizing and storing information so that it occupies as small an amount of memory as possible while still retaining its full usefulness.

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1
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3answers
1k views

How do I efficiently use 16 bit texture coordinates?

While loading a model I get a big array of 32 bit floating point texture coordinates. I just upload that to a single vertex buffer (along with other data, such as vertices, normals, etc.) and use it ...
0
votes
2answers
510 views

How can I reuse objects going off left side of screen, by putting them offscreen on the right side?

I have an array of roughly 10,000 tiles over a 2d grid. When a tile goes off screen, I'd like to recycle it by disabling the renderer, repositioning it just before it comes on screen again, then turn ...
2
votes
2answers
237 views

Replicating no. of sprites without letting the app to slow down and crash

Is it possible that if I'm making a a simple drag-n-drop game, does making a new sprite via constructor with texture as a parameter makes the game slower and depletes more memory until it crashes or ...
11
votes
1answer
2k views

How to benefit from cpu cache in a entity component system game engine?

I often read in the ECS game engine documentations that is a good architecture for using cpu cache wisely. But I can't figure how we can benefit from cpu cache. If components are saved in an array (...
17
votes
2answers
943 views

How do you prepare for out of memory conditions?

This can be easy for games with well defined scope, but the question is about sandbox games, where the player is allowed to create and build anything. Possible techniques: Use memory pools with ...
0
votes
2answers
362 views

What alternatives to large arrays do I have for level data?

So I'm going to store my levels in int[] arrays. Most levels are going to be 300*300*300. However, there will be about 24 levels and so that is 24 int arrays of size 300*300*300. However, that would ...
4
votes
2answers
1k views

What is the range of RAM consumption for the typical 3D character in a video game?

What is the average number of KB in memory for a 3D character? Granted, this will obviously be biased based on what game we're talking about. However, I am less interested in actual size in KB, and ...
1
vote
2answers
237 views

NPOT texture and video memory usage

I read in this QA that NPOT will take memory as much as next POT sized texture. It means it doesn't give any benefit than POT texture with proper management. (maybe even worse because NPOT should be ...
6
votes
1answer
1k views

MMORPG game map in-memory storage techniques

For 2-3 years I've been interested into MMO development. I'm browsing some emulators source codes and open source projects. Usually I'm checking how the game server stores data about the 2D map. ...
-5
votes
2answers
3k views

How much lines of code is 1kB? [closed]

My friend told me that it's something about 40 lines of code for 1kB. For an old 8-bit computers with 48kB of RAM it is only 1920 lines of code! Then when I think about it, it seems to me ...
1
vote
0answers
92 views

Replacement memory allocators - pros and cons [duplicate]

I am developing a hobby project to learn game engine development and to have a platform where I can test new ideas and have fun. Currently I have a quick-and-dirty multiplayer server and client using ...
0
votes
1answer
358 views

Is a HashTable the best way to store replay data in C#?

I'm looking to make a deterministic replay in my 2D game. I want to follow a similar approach to braid in storing the relevant information every frame (at 60 frames per second). I wanted to know what ...
1
vote
4answers
164 views

How to get a large quantity of photographs in an app while being memory efficient??

There have been a lot of word games (apps) lately and some use graphics but others use photographs and I was hoping that someone could explain how these games manage to get so many photos in an app ...
-2
votes
1answer
298 views

Music and SFX Question on Memory Efficiency [closed]

What should I recommend: MP3 or WAV for the SFX? Also, what should I do to handle the memory in music or SFX?
64
votes
5answers
27k views

Which image format is more memory-efficient: PNG, JPEG, or GIF?

Which image format is more efficient to save memory? PNG, JPEG, or GIF?
1
vote
1answer
772 views

Game-components and memory management

I'm stitching together the workings of a component based game engine, and as such have been deeply reading into many aspects of both game engine architecture and a fair amount of opinionated theory of ...
0
votes
1answer
966 views

How to resolve duplicate data in Entity Systems?

Whilst working on examples and upgrades for my C++ Entity System, something randomly caught the attention of my mind, by surprise: duplicate data. What I'm referring to is how an entity system that ...
-4
votes
1answer
241 views

Dynamic cubes for cube engine [closed]

I had an idea for a cube world (i'm writing in C#) that would make creating new types of cubes simple and dynamic. Here is how I imagine it: 1.Text file stores everything including block name, ...
3
votes
3answers
3k views

How to force a garbage collector swep on libgdx?

I found that you can control your memory usage on libgdx with: int javaHeap = Gdx.app.getJavaHeap(); int nativeHeap = Gdx.app.getNativeHeap(); But, How can I force a garbage collector cleanup? I ...
1
vote
2answers
819 views

Recommended formats to store bitmaps in memory?

I'm working with general purpose image rendering, and high-performance image processing, and so I need to know how to store bitmaps in-memory. (24bpp/32bpp, compressed/raw, etc) What is the "usual" ...
3
votes
2answers
411 views

How to deal with large open worlds?

In most games the whole world is small enough to fit into memory, however there are games where this is not the case, how is this archived, how can the game still run fluid even though the world is so ...
-1
votes
2answers
203 views

Dealing with new animations in html5

Wish I knew of a better title, but the issue is rather specific. So the producer of the game I'm working on has given me new animations to put in the game. I knew there might be issues right off when ...
9
votes
6answers
5k views

Map with 20 million tiles makes game run out of memory, how do I avoid it?

While loading extra huge maps, the loading method throws out of memory exception where a new instance of map tile is created. I'd like to have whole map processed at least on server app (and on client ...
0
votes
2answers
750 views

Collision Detection/Map Management in RPG

I'm making an rpg game. I have a Grid class which takes a char[][] to create tiles. The way I'm currently doing collision detection is by creating a Player and assigning it the grid it should be ...
0
votes
1answer
179 views

What is an acceptable GC frequency for a SlimDX/Windows/.NET game?

I understand that the Windows GC is much better than the Xbox/WP7 GC, being that it's generational and multithreaded -- so I don't need to worry quite as much about avoiding memory allocation. SlimDX ...
4
votes
1answer
2k views

OpenGL FBO to OpenCV image

I am trying to figure out the best way to share an image between OpenGL and OpenCV libraries. I perform a render to texture on OpenGL, so I have and FBO/texture that then I want to pass it OpenCV, ...
2
votes
2answers
324 views

Serverside memory efficiency and threading for a turn based game

Im programming on a turn based war-game for some years now (along with the engine) and Im having quite a hard time at figuring out what the games server architecture should look like, since most game ...
3
votes
1answer
816 views

Can glTexImage2D() use an already existing memory block?

Can I use glTexImage2D() and / or glTexSubImage2D() (or maybe there's some other method I don't know about) with an already existing block of memory, instead of always uploading the changed pixels? I ...
2
votes
2answers
1k views

How can I efficiently store tilemaps in work memory?

I've been working on different tile-based projects, but never really bothered with being efficient memory-wise. Each tile was represented by a tile class which would hold the following: X and Y ID ...
0
votes
4answers
1k views

How powerful is modern hardware for complex, intensive 2D graphics?

I am embarking on a massive (image quality, file size, high frame count) project. I am still working on the basic engine, but have a big question that I would like answered before I begin testing. (It ...
0
votes
1answer
387 views

How many update and draw calls can a windows phone suppport

I'm making a Windows Phone game (XNA 4.0) which requires a lot of activity on the screen. It's working well for now. But what I am concerned about is that it uses a lot of sprites and many of them as '...
1
vote
3answers
613 views

How to expose game data in the game without a singelton?

I'm quite new to cocos2d and games programming, and am currently I am writing a game that is currently in Prototype stage. Everything is going okay, but I've realized a potentially big problem and I ...
3
votes
1answer
186 views

Using allocators for different systems

I am going over the memory architecture for my game and even though I know my memory budgets may not be final, I at the point where I can start using them in a general sense. I know that I will need ...
14
votes
3answers
8k views

Custom allocators used in game development

I have been researching creating my own allocator methods (that will support things such as a memory pool and profiling), however, as I continue my research I have been looking for how this was done ...
0
votes
1answer
560 views

Correct texture format for Moai with TexturePacker

We are going to use TexturePacker to create our texture atlases for a Moai-based game. I'm wondering what the correct texture format and image format is to use specifically for Moai. Should I just use ...
4
votes
1answer
734 views

Storing large layered tilemap

My game consists largely of "sea" tiles and areas of tiles to form "islands". Each "sea" tile is exactly the same. The map is initially large and going to get larger. I'm trying to reduce the map ...
34
votes
2answers
2k views

How does a game without loading times work?

We're talking about an expansive game that is not divided in levels or checkpoints. A 3D adventure, for example.
3
votes
1answer
783 views

iOS custom memory allocator

I'm about to start writing an iOS game and I'm going to use mainly C++/C for the core gameplay logic. I really like pre-allocating everything in the game and try to avoid any dynamic allocations as ...
42
votes
8answers
30k views

How'd they do it: Millions of tiles in Terraria

I've been working up a game engine similar to Terraria, mostly as a challenge, and while I've figured out most of it, I can't really seem to wrap my head around how they handle the millions of ...
16
votes
4answers
2k views

Is there any documentation comparing/contrasting C++ standard library implementations? [closed]

(This is not game programming per se, but I'm certain if I asked this on SO I'd get told not to prematurely optimize, even though history tells us every large game ends up worrying about these things.)...
0
votes
1answer
730 views

Animating Tile with Blitting taking up Memory

I am trying to animate a specific tile in my 2d Array, using blitting. The animation consists of three different 16x16 sprites in a tilesheet. Now that works perfect with the code below. BUT it's ...
2
votes
3answers
1k views

Creating addons for any game?

I want to be able to create addons for any game, the example I will use is League of Legends. With addons I mean, for example when my level integer changes I want to play a sound in the background. ...
6
votes
2answers
641 views

How to store 'dots and boxes' data?

I'm trying to explore a little as to how I could make a simple 'dots and boxes' game. The problem I'm facing is in what way to store which lines are allocated by who. The problem lies in the fact ...
7
votes
2answers
4k views

Best memory allocation strategy for iOS?

I'm debating myself about memory allocation on iOS. I write most of my code in C++ and I really like using ObjectPools, FreeLists, etc. In order to pre-allocate a lot of the stuff that I'll be ...
10
votes
6answers
3k views

How much memory usage is too much in a Flash game?

I'm developing a Flash game, and I can appreciate that the memory usage is a little high for a Flash game (I think). Let's say 100+ MB. So how much is too much when talking about memory usage in ...
16
votes
3answers
2k views

Dynamic Memory Allocation and Memory Management

In an average game, there are hundreds or maybe thousands of objects in the scene. Is it completely correct to allocate memory for all objects, including gun shots (bullets), dynamically via default ...
0
votes
2answers
1k views

opengl memory issue - quite strange

I have heard that textures consumes lot of memory but I am surprised how much.... I have 7 textures 1024 16 bit each. And while I will run my app it consumes 57MB of memory. I think that this is "a ...
10
votes
2answers
2k views

'Zoning' up areas on a large tile map, as well as dungeons

My game is having a map like that of Minecraft, in the way it's pseudoinfinite and randomly generated. And big. Say the user has explored a 1000x1000 zone (2D here), so that's 1,000,000 tiles. ...
9
votes
2answers
839 views

Efficient structure for representing a transform hierarchy

Can anyone suggest a memory efficient way to represent a tree of matrices, for example in a hierarchy model? I'm particularly keen to preserve data locality, and I suspect a structure-of-arrays (...