SoC Ideas Sprite Sheets2011: Difference between revisions

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Page for the idea: [[SoC_Ideas_Sprite_Sheets2011]]
Page for the idea: [[SoC_Ideas_Sprite_Sheets2011]]


Currently, all the Wesnoth unit animations are based on thousands of small png images, each
Currently, all the Wesnoth unit animations are based on thousands of small png
image representing the unit in a single pose. In a sprite sheet approach,
images, each image representing the unit in a single pose. For terrains the
each unit is represented by a single, huge, image where all the unit images
situation is the same, it has a base image with a lot of transitions to other
are put on a mosaïc pattern and the game knows where to look for a given
terrains, which are now stored as seperate images.
image.
 
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 advantage of having a large image with all positions is that it's more
efficient in memory. Also one large file is more effecient on the harddisk and
faster to load than a lot of smaller files. So the change to spritesheets will
have a lot of advantages.
 
Regarding the implementation the student is free to come up with his/her own
solution and discuss that with the developers during the application period.


The sprite sheet approach has huge gains in term of memory consumption, but
there are a couple of problems that need to be solved to implement it.


= Additional Information =
= Additional Information =

Revision as of 20:53, 8 March 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

Description

Allow wesnoth to support spritesheets

Page for the idea: SoC_Ideas_Sprite_Sheets2011

Currently, all the Wesnoth unit animations are based on thousands of small png images, each image representing the unit in a single pose. For terrains the situation is the same, it has a base image with a lot of transitions to other terrains, which are now stored as seperate images.

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 advantage of having a large image with all positions is that it's more efficient in memory. Also one large file is more effecient on the harddisk and faster to load than a lot of smaller files. So the change to spritesheets will have a lot of advantages.

Regarding the implementation the student is free to come up with his/her own solution and discuss that with the developers during the application period.


Additional Information

  • 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.

Whom to bug about this

This page was last edited on 8 March 2011, at 20:53.
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