Abstract
Now that your game is working and the players are using it one click (turn) at a time, we can look at how much memory it is using and how large all these assets are. We can also look at ways to make the digital audio and imaging assets two to four times smaller. The data footprint optimization will be done first using GIMP, and the profiling will be done next using NetBeans 9 Profiler on the current 24-bit image assets and the CD-quality 16-bit 44.1KHz audio assets.
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© 2017 Wallace Jackson
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Jackson, W. (2017). Optimizing Game Assets and Code, and Game Profiling Using NetBeans. In: Pro Java 9 Games Development. Apress, Berkeley, CA. https://doi.org/10.1007/978-1-4842-0973-8_24
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DOI: https://doi.org/10.1007/978-1-4842-0973-8_24
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Publisher Name: Apress, Berkeley, CA
Print ISBN: 978-1-4842-0974-5
Online ISBN: 978-1-4842-0973-8
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