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2026-01-31 04:35:01 GMT

mos_8502 :verified: 🇨🇦 on Nostr: Let's be careful with memory here. Let's say for the player sprite, we use two sprite ...

Let's be careful with memory here. Let's say for the player sprite, we use two sprite layers, and have two frames of animation, per animation state -- that's four sprites each for walking left, walking right, walking up, walking down, attacking, blocking, etc.

But we can only be in one state, that is, have one animation playing, at a time -- so why don't we only keep the active player animation in memory, and swap out using the REU between frames if needed?