Hi, What are the different memory-saving techniques that could be used for console video games, for fitting a large video game into a fixed amount of memory? thanks pv
: Hi, : What are the different memory-saving techniques that could be used for console video games, for fitting a large video game into a fixed amount of memory? : thanks : pv :
Well, there are none. I gained some memory by writing my own allocation code, since at every "new" I call the XBox allocates at least 16 extra bytes, and, having a *large* number of allocations, this totaled up to 2.7 MB (!!!) On a side note, it's faster than the standard "new" operator.
Compress textures, bitmaps are large by definition.
Try to keep clean your code. Often I can see unused members in structs or classes - kill them.
Keep your code simple. The compiler will optimize it better, and it will result in smaller code.
Try not to load things you don't need. If you don't use a texture/model/mesh/animation/whatever, compress it.
You can compress data, too - perhaps using a simple compression algorithm (like WinZip's), for large data structures (our CPlayer class is well over 40 Kb in size).
Comments
: What are the different memory-saving techniques that could be used for console video games, for fitting a large video game into a fixed amount of memory?
: thanks
: pv
:
Well, there are none.
I gained some memory by writing my own allocation code, since at every "new" I call the XBox allocates at least 16 extra bytes, and, having a *large* number of allocations, this totaled up to 2.7 MB (!!!)
On a side note, it's faster than the standard "new" operator.
Compress textures, bitmaps are large by definition.
Try to keep clean your code. Often I can see unused members in structs or classes - kill them.
Keep your code simple. The compiler will optimize it better, and it will result in smaller code.
Try not to load things you don't need. If you don't use a texture/model/mesh/animation/whatever, compress it.
You can compress data, too - perhaps using a simple compression algorithm (like WinZip's), for large data structures (our CPlayer class is well over 40 Kb in size).
Other tips are welcome ^^;