Dev Planet

Avatar photo

RSS feed aggregator for FOSS game development.

Castle Game Engine: Optimizing memory usage, part 1: efficient step animation, using component system in X3D nodes (no interfaces), less memory used by sprite sheets

Nudged by the report of high memory usage I want to seriously optimize memory usage of CGE. Right now X3D nodes cost too much in memory — which limits some use-cases (when spawning a lot of TCastleScenes would be the most natural solution), and it affects both loading and runtime performance (as loading is slower …