Impact

This forum is read only and just serves as an archive. If you have any questions, please post them on github.com/phoboslab/impact

8 years ago by fugufish

is the next version of Impact going to incorporate this feature? It helps when all sprites can be auto-packed into one. Performance wise, it means calling only 1 sheet instead of N in each entity that we create. Maybe someone can provide some quantitative insight into this.

8 years ago by dominic

The only benefit of that would be a somewhat faster loading time, because of fewer HTTP requests. I don't think it will draw any faster.

8 years ago by stratman05

On mobile devices, we've found the opposite. We've had people trying to make massive sprite sheets, and the device has been running out of memory trying to handle it all.

8 years ago by yatayata

stratman >

presumably you are talking about files coming from local filesystem? over the air each additional http req. has a big delay cos of latency, one big file is far more efficient.

maybe theres a balance vs. having one huge contiguous memory chunk esp if the sprites are being scaled, but most game engines use a sprite atlas for packing efficiency if nothing else. certainly for OTA games i would like to add this to impact, perhaps reading a json format from TexturePacker or other similar tools.
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