Game Development Community

Longer Animations?

by Dave Young · in iTorque 2D · 01/09/2009 (6:03 am) · 2 replies

Hey guys, one of the reasons I am switching to iTGB from just native Cocoa coding for iPhone is because I could not get a UIImageViewer to animate well without memory errors.

I have several full-size animations (320 x 480 png) with anything from 20 to 60 frames apiece which I used to load into arrays and passinto UIImageView as animationImages. This caused the app to slowly leak memory and run out of memory.

I'm hoping that iTGB can handle some of these fuller size animations, but thought I'd see if anyone has used something like it yet.

#1
01/09/2009 (7:03 am)
No chance

thats a 512x512 texture (textures must be power of 2, square on the iphone), 1.33MB VRAM usage
You have 24MB VRAM on the iphone in total

That hopefully explains why that will never work

This is after all a phone, not a desktop pc


You normally have game objects with 64x64 sprite sizes at maximum so you can have a few frames of animation.
#2
01/11/2009 (5:09 pm)
The solution for full-screen animations is to break it up into parts and create a south-park style cartoon. Full screen streaming video is just too expensive.