Hi,
I’m having pretty good progress with “AutoManga”,
but I’m still loading sprites as large arrays of
(separate) PNG files. I actually prefer this from
a resource-construction point of view, but as I
use SDL_Image to load each one individually, I’m
spending something like a whole minute loading
108 images of a character.
I have a feeling this will be noticed.
There’s probably a way to speed this up, but I
don’t know enough about SDL_Image or what
exactly the problem is to know how best to
attack it.
Is there some way to make a single capsule
file so it can be loaded all at once (cheap
trick – I could tar the PNG images all into
one file – but how would I get them out?). Or
I could (somehow) build a single large PNG
file and load that, then dice it up to make
the sprite. The key point is that the designer
should be able to create and reference the
PNG files individually, but then have some
automated way to bundle them for loading.
This could happen at compile time or at
install time, but not at run time.
Or how about this – could I make an array of
SDL surfaces and then dump the result to disk?
The result would be machine-dependent, but
this could be part of my install process.
Will some of this problem go away if the
source files are on a CDROM? (I’ve noticed
some things will load faster off of a fast
CDROM than off of my hard disk – possibly
because the data is contiguous and the
CDROM has a faster data transfer rate,
offsetting the seek time).
I’m just looking for general rules of thumb –
how have people solved this before?–
Terry Hancock
@Terry_Hancock