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2
votes
2answers
113 views

How to load up many images without using too much memory

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 ...
-4
votes
3answers
99 views

When do assets get loaded into video memory? [closed]

Specifically when do textures / geometry load into video memory? Do objects need to be in a direct line of sight (on screen) or are they drawn in at a certain camera radius? Obviously thing like ...
4
votes
1answer
165 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. ...
0
votes
0answers
123 views

Stack Frames and the Heap [closed]

I am exploring more in depth how c++ handles memory management. More specifically I am trying to figure out the relationship between stack frames and the heap. I have so far been able to find out ...
14
votes
5answers
915 views

Why is chunk size often a power of two?

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 ...
5
votes
1answer
164 views

Why do mesh classes still contain vertex arrays if VBO's exist?

I find I'm a bit confused about the practical use of resource management in combination with memory not tied to the CPU. Correct resource management is often recommended in game tutorials, books and ...
0
votes
1answer
123 views

Storing large array of tiles, but allowing easy access to data

I've been thinking about this for a while. I have a 2D tile bases platformer in XNA with a large array of tile data, I've been running into memory problems with large maps. (I will add chunks soon!) ...