bQvle Posted June 25, 2015 Share Posted June 25, 2015 I'm developing a multiplayer game where each player is able to customize its vehicle. A player is therefore put together by multiple sprites. Base model (with customizable tint and sprite stickers)Gun (with customizable tint and sprite stickers)And SpriteStickers (which can be tinted, positioned, rotated, scaled and is masked so they don't exceed the actual model) I guess this will cause alot of overhead, especially if theres 50 players in the game. So how would you go about this? I'm thinking the following scenario:When instantiating the vehicle, Caching the container as a bitmap. But the concerns i have:1. Wont this eliminate the purpos of Spritesheets? (will each cashed bitmap be treated as a separate image?)2. the gun needs to rotate and always be on top (also on top of other players "vehicle/container"). this means i will also have to cache the gun as a separate bitmap, and place it in a another container that's positioned higher than the container holding the bodies of the vehicles.3. If the gun needs to be positioned off-centered to the body, is there any smart method of doing this when the gun isn't a part of the same container as the body? My hope is to solve this in the most "technically" correct way, so that i will cause the least amount of drawcalls and the best preformance possible. (and as a side question, is each Container causing a drawcall, or will the engine batch calls as long its using the same sprite, and how does CachedBitmap fit into this) Thanks Quote Link to comment Share on other sites More sharing options...
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