Results 1 to 2 of 2
- 09-10-2011, 05:00 PM #1
Member
- Join Date
- Sep 2011
- Posts
- 42
- Rep Power
- 0
Standard Way of Animating Images?
Hey guys,
So I am making a game. There are usually quite a few images on the screen, and usually a whole lot more that are pre-loaded, which usually adds up to about 500 or so images in the ram that have been loaded into an array. (BufferedImages, not Images if that makes a difference. Don't see why it would, but doesn't hurt to mention.)
I was reading somewhere that some people turn their images into an array of bytes, and then draw them from there. I have a couple of questions.
- Does it make a difference, when storing data in RAM? I was monitoring the system resources in the Task Manager, and saw that the game was taking up 43,000kb of space, and that was with only 5 or so images loaded.
- Will it make a difference in loading them into the game? Loading a pre-loaded image is incredibly fast, and with double buffering there is no "choppiness" in the painting.
- Is there another, more standard way of animating, that doesn't involve loading a sequence of images?
Anyways thanks for any help, and sorry if this is a repeat question. I search the forums and couldn't find anything that gave me a specific answer.
- 09-11-2011, 04:57 PM #2
Member
- Join Date
- Sep 2011
- Posts
- 42
- Rep Power
- 0
Similar Threads
-
how to mark on 2 images at a time,both images are on different JPanel
By smitharavi in forum AWT / SwingReplies: 0Last Post: 12-16-2010, 05:14 PM -
how to scroll 2 images at a time(synchronisation),both images are on different panels
By smitharavi in forum AWT / SwingReplies: 4Last Post: 12-16-2010, 04:32 PM -
trouble animating
By rippon in forum AWT / SwingReplies: 3Last Post: 11-30-2010, 03:22 PM -
JSP standard actions
By subhashis_mohanty in forum JavaServer Pages (JSP) and JSTLReplies: 2Last Post: 11-27-2010, 07:35 AM


LinkBack URL
About LinkBacks
Reply With Quote
Bookmarks