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 | = 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.