[Mobile game development optimization] [volume] and [Running memory] Optimization of mobile games!

Source: Internet
Author: User

This site is originally written by Li huaming Himi. The reposted post must clearly indicate: Author: Sina Weibo: @ Li huaming Himi)
Reproduced from the black meters GameDev block) original link: http://www.himigame.com/android-game/1521.html

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The New Year has just passed. As I haven't written any new tutorials recently, I feel a little overwhelmed. So I will give you a practical article today! It's just a small New Year gift.

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Package volume optimization method:

First, you need to know exactly where your project occupies the largest volume, such as the number of MB of the animation sequence and the number of MB of the map, and make a Check in advance! Don't always think where it may take up a lot. You need to know in detail!

1. Use tools to [Package] resources, such as TexturePacker.

2. Use a png compression tool to [compress] each image before packaging.

If the above two points are still too large, continue to take the following measures:

3. [Reduce image quality]. For example, if the image you use is 24bit, you can use a lower level. For example, the 8-bit image quality is similar. (Ps. Don't say this will make the image distorted. First, try to reduce the bit to what extent)

4. Images in specific compression formats, such as [wdp]

5. If there are many frame sequence animations in the project, you can use the [drop frame] Method for optimization.

6. [zoom] the image! For example, if you use 10 500*500 images in your project, you can let the art resize the image by 70% ~ 80%, and then use this scaled image for program amplification. (Whether the image quality in this method looks distorted depends entirely on the scaled-out multiple. You can adjust the scaled-out multiple as appropriate, but this method is absolutely feasible !)

7. if the above methods have been optimized, You Can [change your mind]. Assume that your map is a large image of 500*500 as the background map, then you need to consider whether you can use the map editor for splicing!

8. Using the [Editor], you can use the map editor, Action editor, and skeleton editor to reduce resource usage and reduce memory usage.

9. if the above method cannot reduce the size of your project package, you can only use [online update and download]. The package is divided into two parts, one of which is the necessary resources for starting the game, the other part is non-related resources for game startup. You can place resources that are not used for startup on the server side and download other resources from the server to the client through online update.

10. If the above methods are adopted and the size is still too large, baby, you can only come to a [castrated version], often named [xxx Lite]

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Program running memory:

In fact, many methods to reduce the package volume also reduce the program's running memory, such:

1. [reducing image quality], [Adjusting Image specifications], [using an Editor], and [scaling images.

Other methods:

2. [Check the code logic. It mainly depends on some code related to resource loading.]

3. [Check the release logic Code]

In fact, the optimization of memory mainly depends on the type and complexity of the project. Let's take specific considerations ~

Well, this article will briefly introduce you here ~ Hope to help you with your children's shoes ~ In the new year, I hope you will continue to improve and raise your salary !!!


This article is from the "Li huaming Himi" blog, please be sure to keep this source http://xiaominghimi.blog.51cto.com/2614927/1357812

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