
Cutting the download that happens before a match starts
A one versus one made players wait on 308 MB before anything started. Most of each unit's animation file was a model and a texture nothing ever drew.
Tag
Development posts tagged memory. Tags cut across the categories, so this pulls together work on the same subject from different parts of the game.
5 posts

A one versus one made players wait on 308 MB before anything started. Most of each unit's animation file was a model and a texture nothing ever drew.

A biome sounds like a colour scheme. In this game it is eleven tiling textures, a measured average colour, a rock language, a sky and a kind of weather.

Compressing the art seven times harder cut the download and did nothing for the crash. A decoded image costs the same memory whatever file it arrived in.

Four hundred animated units is the worst thing you can ask a renderer to do. Storing the animation as an image instead removes the skeleton entirely.

A dwarf versus goblin match downloads dwarf and goblin art and nothing else. Getting there took atlas packing, a format bake-off and a content hash on every file.