Timeline for Efficient way to implement animation from spritesheet?
Current License: CC BY-SA 3.0
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| Oct 8, 2015 at 18:00 | comment | added | Alexandre TryHard Leblanc | I think the scaling solution might be good enough for the animation because the animation itself doesn't need to be clear. The normal eye wouldn't probably even notice. That'll solve it. Since it is only used in battles, I do not need to have it persistently in the memory, so to me it settles it. Thanks a lot! | |
| Oct 8, 2015 at 17:59 | comment | added | CobaltHex | If you had to, you could always break it into multiple textures. Another thing would be to shrink your textures and then upscale them (at the cost of them looking pixelated/blurry). Also, another point: Changing the texture format may use less memory (at the cost of possibly less fidelity). If you are aiming for a GBA look, the GBA had a 15bit palette, which is about half of what you're probably using now. It won't decrease the size but it will shrink the memory usage. | |
| Oct 8, 2015 at 17:50 | vote | accept | Alexandre TryHard Leblanc | ||
| Oct 8, 2015 at 17:50 | comment | added | Alexandre TryHard Leblanc | Then it leads me to a point that I wouldn't know what to do with a 489 frames animation. It doesn't fit on a loadable spritesheet image. That is without considering the memory it'll consume. I can tell the animation once scaled and everything, will be around 480 * 320 * 489 = 75,110,400px² . That's around 8666px per side. No matter how I look at it, it won't load in SDL. Therefore I'll need to use another strategy for it. Thanks for your answers. | |
| Oct 8, 2015 at 17:43 | comment | added | CobaltHex | If you're just doing a 2D game, it's highly unlikely if you will need GPU compression btw | |
| Oct 8, 2015 at 16:47 | comment | added | Alexandre TryHard Leblanc | Thanks for your answer. I'll look further for the GPU compression. Performance isn't indeed an issue at the moment. I was much more worried about the size I used in RAM. Also, a 489 frames animation each frame being 480x320px doesn't fit well on a standard image, since SDL_Image limits to 8192x8192px (which to me sounds huge). But if you say that it is standard, then I'll assume no worries on that. | |
| Oct 8, 2015 at 16:41 | history | answered | CobaltHex | CC BY-SA 3.0 |