Game Development Reference
In-Depth Information
Figure 16-20 . Mouse-over the original Fuzzy Select Tool generated SVG data to get the data footprint, and do the
math
To find out the data footprint optimization, simply divide these numbers into each
other. If you divide 97 by 1605 (97/1605=0.0604) you find that 97 is 6% of 1605, giv-
ing you a 94% reduction in data footprint. If you divide 1605 by 97 (1605/97=16.546)
it means you have reduced the file by 16.546 times, giving a 16.55X data footprint re-
duction. These are the inverse (1/x) of each other on the calculator, so you can look at it
from either direction. So 1605 bytes is 1,655% more data than 97 bytes, or 97 bytes is
6% (or 94% less data) of 1605 bytes. Any way that you look at it, you have just saved
your game a whole lot of memory, processing, and JAR file data footprint, and that is
only for one of the sprites! Remember that optimizing your collision polygon to use
more than 16 times less memory as well as 16 times less CPU processing overhead can
be very significant to the smoothness of your game play once you implement collision
detection in your game logic, which we are going to do after we take a look at
CodeAndWeb's PhysEd tool.
Creating and Optimizing Physics Data:
Using PhysEd
I want to take a couple of pages to show you an alternative to GIMP that incorporates
both physics and collision into a unified game development tool offering that is ex-
tremely affordable relative to all that it does for game development. PhysicsEditor , or
PhysEd (or PE) is from CodeAndWeb GmbH , a company owned by another Apress
 
Search WWH ::




Custom Search