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FRUA has a resource manager built into it so that it swaps things in and out of memory as they're needed.  That might be difficult with an RTS, but something to think about.  It's always been the more impressive thing to me is how people manage to squeeze so much into such limitations of memory.  These days, developers are just like 'meh, they can buy more ram.'  well, maybe not so much now, since ram prices are insane...

Haha, it's been like that since the dawn of the PC :)
But I have a pretty clear Idea of how to proceed now, by only keeping metadata of images in RAM and loading the actual pixels from disk on demand. And then use the rest of available memory for caching. Should get me below the 4MB line.