Game Development Reference
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Whenever we create a texture atlas, there is always a trade-off between using too many tex-
tures or few images. When using few images SpriteKit still needs to make many drawing
calls to render each frame. And for many textures, the images in quantity may increase the
texture data thereby leading to a load on the memory. So it's up to us how we want to go;
we can switch between both the alternatives with relative ease. Hence, different configura-
tions can be tried out to have the best performance.
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