Best Practices Tutorial

Index
chapter 1 | chapter 2 | chapter 3
chapter 4 | chapter 5
chapter 6 | chapter 7

home | developer central

Chapter 4 - Resource Management

previous chapter | next chapter

When your game runs in a browser, you're letting your users skip the "download and install" step common in other games- at least, from the user's point of view. You still need to get your art and code files over to the user's machine; this chapter will go over some ways to make this transfer of assets more efficient, and your wait times shorter. This chapter will also go over some resource specific tips that might be helpful. The various types of resources that we'll discuss here are:

General file concerns

The following points apply to all sorts of resource files:

WTStudio Levels

The level files that WTStudio produces have some very advanced features that are very easy to use; however, the files that make up your level can wind up being very large, and take a while to download. Some ways you can optimize this are:

Textures

Video card performance is largely dependent on what sort of texture throughput the card is being asked to handle; as a result, this is an excellent area for optimization. Here are a few ways you can manage your textures efficiently:

Models and Actors

Ways to use models and actors efficiently include:

In the next chapter, we'll take another look at Java, and examine some more ways to improve your code's efficiency and reliability.


previous chapter | next chapter

�2000 WildTangent Inc. All Rights Reserved. Website Terms & Privacy Statement