So, I am making a game in C ++. And I'm at a fork in the road.
Now I plan how I will process the animation and optimize the rendering. I use the immediate mode that I was told about was very slow. I am looking for alternatives, and then a bunch of different ways, and it differs depending on how you handle the animation, so I thought I would just ask what would be a good optimal way for both.
For animations, I thought about using sequences of images stored in memory, but only testing with 50 sequences of images, the memory jumped to 200 mb when she was 30 years old. (There is no leak, it stays at 200, but if I have high levels, it looks like I will run out of memory). Did sprite sheets help in this case?
I was told that atlases or sprite sheets were used because snapping different textures was an expensive operation, so the only way this would work is to paste the whole texture that I will use for level 1, for example, in one huge texture so I only I bind once. Is this possible dynamically?
Will using one giant PNG be better than loading 50 PNGs?
Any help with optimizing the rendering or some information about the flaws of these animation methods would really be appreciated!
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