Releasing HTML5 Games for Windows 8 by Jesse Freeman
Author:Jesse Freeman
Language: eng
Format: epub, pdf
Tags: COMPUTERS / Programming / Games
ISBN: 9781449360450
Publisher: O’Reilly Media
Published: 2013-10-31T16:00:00+00:00
Figure 5-16. Here you can see the total number of connections before moving over to texture atlases.
Figure 5-17. The number of connections is now lower after moving over to texture atlases.
As you can see when comparing Figure 5-16’s Items count to Figure 5-17, I was able to cut down 12 percent of my requests going from 200 down to 176. While that may not sound like a big savings, check out the size of the game. My game went from 6.8mb down to 4.9mb, which is almost a 23 percent reduction in file size. This is huge if you are trying to run your HTML5 game on mobile browsers and also improves the memory footprint on any platform.
All of these Web-based optimizations directly translate into performance improvements on the Windows 8 side of things as well. The reduction in file size makes it easier for users to download your game and store it on their computer, and it lowers the overall memory footprint as well. This last point is especially critical on lower-powered Windows 8 devices that may only have 32 or 64 gigs of storage and only two gigs of memory.
There are a lot of great texture packagers out there and some are free, such as ShoeBox, while others cost money but are more robust, such as TexturePacker.
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