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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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 ...
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?
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 ...
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 ...
5
votes
3answers
371 views

What is the most appropriate path-finding solution for a very large proceduraly generated environment?

I have been reading quite a bit in order to make the following choice: which path-finding solution should one implement in a game where the world proceduraly generated, of really large dimensions? ...
0
votes
2answers
443 views

Efficient way to check collision with potentially hundreds of objects [duplicate]

I am trying to make a top down shooter that could potentially have hundreds of objects at once at one point. I need to check collision with projectiles, walls, and enemies. I am currently using ...
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 (...
4
votes
2answers
742 views

Mapping a C++ struct to an HLSL cbuffer

Out of curiosity (and peace of the mind...) I wondered how DirectX decides which attribute from a struct corresponds to the right variable inside an HLSL cbuffer-register(x) (apart from the order/type ...
1
vote
2answers
171 views

How can I minimise memory thrashing when doing vector math in C# or C++?

I'm doing a lot of 3D math in my game engine loop using typical classes like Vector3D, Matrix4x4, Plane3D, etc. Currently every operation causes a new object to be created for the result value. The ...