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coding strategy for big gfx memory usage
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Just can't stay away
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On initial stage coding of my new game I detect big gfx memory usage - now it 92 Mb. In future I expect over 128 Mb... So I want ask how coding my game. I have 2 options:
1) Load and initialise all graphics, even if not will be used (this is board game - for every possible board changes I must load gfx, but in single play will be used 10% of board...) This have advantage: not delay between moves - I not must search what gfx I need load; easy code, and disadvantage: big gfx memory usage, waste of resources 2) after every move load and initialise only this gfx that can be used. Advantage: much less memory usage, even at game final stage. Disadvantage: hard code - I must check what i need between every player move - It increase coding time and decrease coding motivation. Between player moves game "do" little" delay for additional board check.. Or maybe I no need worry about memory usage - gfx driver take care of it and not should be big delay in performance even on low gfx memory board...
Posted on: 2013/3/17 14:17
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