Newcomers, may I ask about the resource loading issue in the HTML5 project?

Newcomers, may I ask about the resource loading issue in the HTML5 project,
I have a large number of images, such as 1000 images, which means loading 1000 times
1000 requests is unacceptable. I’m wondering if it’s possible to pack 1000 images into a compressed file,
What about loading this compressed file and getting the images inside? Can we directly put the image into memory instead of decompressing it to a computer directory?

Can you use spritemaps? Loading lots of files is, ideed, much slower than loading a single bigger one (or just a few) and “breaking” it into the images you need.

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Elf tables are indeed a good method, but if the quantity is large, the amount of Elf tables will also increase, and it will need to be loaded a few more times

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Just going on the fact that you mentioned SWF in your other post, I will mention that Zoe was built to convert SWF to spritesheets. I’ve used it quite a bit in the past. CreateJS | A suite of JavaScript libraries and tools designed for working with HTML5

That page mentions “Support for Zoë has been deprecated. Consider Adobe Animate’s native animated Spritesheet support”.

Adobe Animate export Sprite table (not perfect, this feature can only export one image) If there are many animations and many materials
One image cannot fit all, there is a texture map set that can export multiple images, but each image will generate independent JSON, which means I need to parse several more JSON. It’s better to use Zoe, which can export multiple image data with only one JSON

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This is chargeable! out of my league