SoC Ideas Sprite Sheets2011: Difference between revisions
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= Submitted proposals: = | |||
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|category=Summer of Code 2011 Student Page&SoC Ideas Sprite Sheets2011 | |||
|notcategory=SoC 2011 Not Submitted To Google | |||
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=Additional Information= | =Additional Information= | ||
Revision as of 11:02, 27 February 2011
| This page is related to Summer of Code 2011 |
| See the list of Summer of Code 2011 Ideas |
| This is a Summer of Code 2011 Idea |
Submitted proposals:
There are no submitted student proposals for this idea
Additional Information
Currently, all the Wesnoth unit animations are based on png images, each image representing the unit in a single pose. In a sprite sheet approach, each unit is represented by a single, huge, image where all the unit images are put on a mosaïc pattern and the game knows where to look for a given image.
The sprite sheet approach has huge gains in term of memory consumption, but there are a couple of problems that need to be solved
- How to build those huge sheets from our current images set?
- Wesnoth does not have a fixed number of frames per unit, nor does it have a fixed size for each unit frame. A naïve approach to the problem will not work.
This page was last edited on 27 February 2011, at 11:02.