Hi All
I was just wondering would it not have been better if Sun used a byte for each of the cells in tiled layer or even better short? I mean a short only consumes 2 bytes as opposed to the 4 bytes of an int.
Assuming you have 4 layers of 64 * 64 bytes, thats 16k worth of heap memory being used… Does TiledLayer use any form of compression?
I personally don’t think there is any need for int values as noone is going to be able to fit 4 billion tiles in their game anyway…
Is is just me or does anyone else agree with this? ???
Perhaps we could write our own ByteTiledLayer or ShortTiledLayer implemenation…
Regards
Ameano