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  How to organize Images in a game  (Read 1400 times)
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Offline Serethos

Junior Devvie

Java games rock!

« Posted 2003-12-02 18:25:40 »

for my purposes in small 2d-games i have an imageloader class which loads imagestrips and creates animation-objects by cutting them down into frame-pieces.
then they are stored in an array. up to now, this array is declared static (images are needed only once and for the whole program time), so i have the advantage that thousands of equal objects reference to the same animation within the imageloader.

but how should a gameobject know which one to choose ?
should a game-object have the image-name hardcoded in its class for sending a single request to the imageloader (load x.jpg and return the reference) ?
Offline Jeff

JGO Coder

Got any cats?

« Reply #1 - Posted 2003-12-02 20:10:34 »

This really depends on your data design and personal preference.

if this is all set-up work then you don't have to worry about the cost of a string compare over an int compare.

Some people like to have a generic "resource manager" that has symbolic (string) names for every resource.  Some folks like to build the data in simple tables and use indexes.

For an example of a pretty complex set of resource management files, see the bioware NWN developers site.  They have documented all their formats.

Got a question about Java and game programming?  Just new to the Java Game Development Community?  Try my FAQ.  Its likely you'll learn something!
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