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Subject: [Freeciv-Dev] (PR#15020) RE: #15016: Re: Animated nukes
From: "Daniel Markstedt" <himasaram@xxxxxxxx>
Date: Thu, 29 Dec 2005 02:53:32 -0800
Reply-to: bugs@xxxxxxxxxxx

<URL: http://bugs.freeciv.org/Ticket/Display.html?id=15020 >

But the units are far bigger than a nuke, so this wouldn't consume as much
memory, right?

For 2.1 could we perhaps just apply this animated nuke to Amplio and leave
Isotrident as lean and memory efficient as possible?

-Daniel

-----Original Message-----
From: freeciv-dev-bounce@xxxxxxxxxxx [mailto:freeciv-dev-bounce@xxxxxxxxxxx]
On Behalf Of Jason Dorje Short
Sent: Thursday, December 29, 2005 3:02 PM
To: Freeciv-Dev
Subject: [Freeciv-Dev] Re: Animated nukes

The problem with animation is it quickly consumes memory.  I wrote an 
animation patch for units (it's in RT), but the animation graphics take 
30 megabytes of memory for each unit type!  In our current method of 
preloading everything, this is unacceptable...we will need a caching 
system, or an animation library that has reasonable compression.

Nuke graphics are pretty simple but the animation code should be the 
same as for all other animations.

P.S.  This whole conversation should be in rt...

-jason



 





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