SoC Ideas Sprite Sheets2011: Difference between revisions

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* 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.
* 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 =
= Whom to ask about this =

Revision as of 21:30, 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 ask about this

This page was last edited on 8 March 2011, at 21:30.
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