I have lots of animations in my game from sprites, player can choose which one he wants to apply, but each animation has around 300 frames. After creating 3 of these animations i noticed that game size increased to jump to 1GB (after adding only 2 animations).
So i thought about uploading these animations to the server and users can choose from it and download. Now the problem is how to create the animations at runtime? Or is there abest scenario for in this case?
What you’re describing doesn’t make any sense. The only information needed for a sprite animation frame is the time position of the frame (a float value) and the index of the specified sprite frame (an integer value). An animation created using 300 frames would just have 300 float values and 300 integer values. That wouldn’t even come close to 1 GB.
Now, if you had created your sprite sheet as a high-definition texture, and it contained 300 frames worth of high-definition animation, that could potentially start creeping up into the 1 GB range. Of course, that would be the result of your assets, not the result of the animation data itself. What manner of sprite animation are you creating, where individual animations take up 300 frames?
the animations are for HUD gadgets, where player can choose from a wide range of HUD elements, like this one.
