Do I just need to be creating instances of all of my graphics into memory that are loaded from file? What is the best way to handle this? Do I just need some sort of assets manager that creates ...
If I have a file stucture for my final, released game something like: Main folder Media Images Other assets Sounds Executable List item And a different one for my 'in development' project, ...
I'm trying to figure out a way to write a save/load system for my game in C++. As of right now, I'm doing it all using binary flags. Anyone got a clue on how to do it another way? I don't mind using ...
I'm developing an Android game. Basically I want to pre-load all graphics/sounds when the app is first loaded. But I also would like to show a progress bar as this is happening. Here is a snippet ...
This is something I've been wondering for quite a while. When building games that exist out of multiple levels (platformers, shmups etc) what is the prefered method to switch between the levels? ...
Do you distinguish constant and changeable game objects when you save/load game? If yes, how do you do it? If not to save constant objects (for example, mountains and trees), we optimize memory usage ...