As we are nearing the end of this chapter, there is one topic we would like to discuss. Let's take a look at the following screenshot, courtesy of Gamasutra:
You may notice that it contains an arrangement of images and parts of images that are all nicely deployed to better fill the whole space available. This is technically called a texture atlas. A texture atlas is in fact a way to optimize memory management as you feed your project with 2D textures. Instead of having an image for any differently colored mesh or mesh part, an artist can align several chunks on a single texture, saving memory that would otherwise go wasted.
Actually, in 2D gaming, texture atlases are extremely useful for backgrounds. To improve the perspective illusion of 2D static backgrounds, it is a good practice to actually build them as is done in theaters, by putting several screens on stage at different depths (distance from the audience), each with its own piece of background.
Likewise, artists create...