Welcome to Inkbunny...
Allowed ratings
To view member-only content, create an account. ( Hide )
Game Sprite Placeholders
« older newer »
ern
ern's Scraps (34)

Game Asset Modularity

Icons of Ern

Medium (920px wide max)
Wide - use max window width - scroll to see page ⇅
Fit all of image in window
set default image size: small | medium | wide
Download (new tab)
by ern
Game Sprite Placeholders
Last in pool
Modularity is one of the most important things with making a game. It makes things easier on yourself and also makes the game engine run quicker with optimized texture space

Theory: Games have you load textures off of maps for every object in the level. If you have two of the same objects but with different textures, then that is twice as much memory used for textures. Right. The goal is always to optimized space to give you the best quality to customization ratio possible.  

Here I decided to break down one box into its basic components, create a few more variations of those components (on the right). From there I was quickly able to manufacture 16 brand new variations of boxes very quick. A lot quicker then having to draw out those 16 variations by hand and saves in texture space as the game engine only has to load the right assets to create all boxes.

Don't think you'll get board by seeing the same object over and over again in this game!^^  

Keywords
Details
Type: Picture/Pinup
Published: 4 years, 11 months ago
Rating: General

MD5 Hash for Page 1... Show Find Identical Posts [?]
Stats
288 views
9 favorites
4 comments

BBCode Tags Show [?]
 
MightBeFurry
4 years, 11 months ago
Very cool to see workings of game design like this ^^
ern
ern
4 years, 11 months ago
got to think outside the box... just horrible. Thanks^^
Epsilion
4 years, 11 months ago
Just a tip: This doesn't scale very well.
You might be saving the memory of having full textures in memory, but you have to hold the additional polygon data in memory.
The biggest impact, however, is that by having a bunch of objects with different textures, you're adding a lot of overhead through bind calls (assuming this runs OpenGL or Direct3D as it's underlying graphics API)
While you can probably get away with this in 2D games, which has a small amount of polygons on the screen at a given time, any large scale 3D development would suffer from severe lag issues.
ern
ern
4 years, 11 months ago
I'm not at all worry about Polly limits, more about texture space. I'm trying to fit about 20 different assets on each 2k map, which will probably drop to a 1k map in game. the game engine will never reach 100,000 tires or anything like that even with a hole level loaded. We do plan on breaking things up into different room too.

Right now, I'm not worried or at all thinking about the mobile market. iphones or ipads... The technology changes so fast that if it can't run today, by the time the game is out, the new tablets and phones will be powerful to run it.  

Best to try for quality and then scale back. A lot harder to do the opposite^^  
New Comment:
Move reply box to top
Log in or create an account to comment.