Re: Best practice for sprites

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Sergey Mukhin

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May 22, 2013, 7:44:21 AM5/22/13
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I'm using TexturePacker (http://www.codeandweb.com/texturepacker).
Nice tool, collect all sprites in one optimised sheet 1024x1024.

To test gfx perfomance you can use this one test: https://github.com/threerings/playn-perf

My observation is that perfomance depends on sprites total square (not on amount of sprites) in ImmediateLayer, so optimize your rendering as more as possible and exclude sprites which out of screen boundaries, cause on Android devices it not so fast as desktops. And of course use SurfaceLayers on backgrounds becouse whole background rerendering is a quite expensive operation so you can have drop down speed to10-20fps.

And one more handy thing which can be very usefull it is playn.core.Image.BitmapTransformer interface. May be used to transform image as you wish on pixel level so can be used to make your own transparent color or to encrypt image using graphics encription algorythm.
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