I do a fighting game, so I have giant sprites (300px X 350px) with a lot of animation frames (~ 150 per character), so the maximum texture size of 2048 x 2048 will not correspond to all frames of the animation for the character. So, I need some TextureAtlases, right?
Do I have to worry about the costly replacement of GPU textures, then if I switch TextureAtlases to MovieClip?
To change the scope of the animation, would it be wise to create a manager to select the frame and atlas?
Or can you combine TextureAtlases so that one atlas stores several 2048 x 2048 sprite sheets?
How do you approach this?
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