Hello,
I have a really basic question, hopefully someone can answer this for me. If i'm making a game and the map background image is going to be a 1000 x 1000 image (for the sake of the example). Which of the following would use the least processor CPU and memory? Which would use the most?
Option 1: One large 1000 x 1000 image loaded in the background.
Option 2: 10 instances 100 x 100 images loaded in the background (put together they create the 1000 x 1000 image)
Option 3: 100 instances of 10 x 10 images loaded in the background (put together they create the same 1000 x 1000 image).
I would assume breaking the image down into smaller segments would consume less memory and CPU than processing the entire 1000 x 1000 image at all times.
However at what point does breaking the image down start increasing the memory and processor usage? Say using 1000 1 x 1 images compared to using 100 10x10 ones.