Approaches and techniques for managing of game assets (resources). Usually things like sounds, textures, models, animations, etc. that take up memory.

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Resource manager or managed resources? [on hold]

Background: Previously I created a resource cache system that the user did not see; from their point of view they just created/deleted a sprite (or sound, etc.) and internally a reference counted ...
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1answer
31 views

Texture organization and budgeting for a HD Sprite Based Game [closed]

I've been making a game that features 2 traditionally animated playable characters, hd backgrounds, props, and extra special effect animations. Things have gone well so far, but I have a few questions ...
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2answers
121 views

How do I create a sound manager? [closed]

I have a basic entity system in place. Now I want to add audio. I want to make a database class that watches over entities, pulls data out of them, and creates audio streams whenever necessary. I'm ...
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0answers
78 views

Deleteing Textures in Android OpenGL ES 2.0

I'm confused about how to delete a previously applied texture. So, I've applied my texture and am happily rendering it. I decide I want to delete the texture, so this is what I've tried...... void ...
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1answer
171 views

Speed up loading of png files (used for textures) in Android OpenGL Game

My game has a few texture atlases that need to be loaded (in my XHDPI folder they total 3.49MB) and on a top-end device they don't take that long to load, however on a low-end device they seem to take ...
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1answer
44 views

How to handle runtime exceptions that occur on a loading process delegated to newly spawned thread

I am looking to multi-thread the resource allocation routines (i.e world loading) in my game so that they can occur in the background whilst rendering a loading screen etc... The problem is, I used to ...
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1answer
85 views

Effective content manager on AS3 Flash

In my game more than 600 images and 200 sounds. I'm try organize effective images and sounds manager for fast access. This is a good approach? public class Images { public static var ...
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2answers
809 views

Why is custom memory management needed for assets?

Pretty much all resources relating to game programming, especially 3D open-world games, talk about how you have to constantly be unloading and reloading assets to and from disk, system memory, and ...
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1answer
443 views

Where do I store (or how do I refer to) textures for custom blocks?

I'm making my first foray into Minecraft modding on Ubuntu using Minecraft Forge. I'm finding it a little hard to get started as many of the tutorials seem to refer to older versions of Minecraft ...
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3answers
5k views

How to create a new GameObject, without adding it to the scene?

I'm creating what is essentially my own prefab system. Game objects are defined by a human readable data file. I'd like to create an empty GameObject, load it with the components defined in the data ...
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1answer
109 views

Is there a robust way to get a pointer to a resource when I have a handle to its base type that doesn't rely on dynamic_cast?

I'm building my own pet engine and after struggling with how to handle resource ownership for a while, I came across this question and specifically Josh and Sean's responses (as well as Sean's blog on ...
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1answer
120 views

Referencing engine resources

Let's assume for the sake of argument, that we have a resource engine in place, and that we use OpenGL. My question is how the engine/game classes should reference the resources. Lightweight example ...
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2answers
139 views

Materials and Mesh association

I'm trying to implement a Material system in a small engine for training and I've got questions about materials. Currently I've got that: Material: A Material with array of Technique Technique: ...
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1answer
52 views

WDDM Managing Memory in D3DPOOL_DEFAULT

In this question I saw that I was running out of memory in D3DPOOL_DEFAULT in DX9EX. After changing my usage from D3DUSAGE_DYNAMIC to 0 (static usage), everything runs wonderfully with no DX9 error. ...
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1answer
95 views

On Demand Loading of MipMap Layers

I have heard that in OGL and in DX9 D3DPOOL_MANAGED mipmap layers are pulled to the GPU memory on demand. As in If I pull from layer 4 of a mipmap, that layer and all smaller layers are pulled into ...
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1answer
68 views

Is there a way to limit the size of the D3DPOOL_MANAGED pool?

I have over 2GB of textures that I need to put in D3D9's D3DPOOL_MANAGED pool. D3D9 charges the system copy of anything in the D3DPOOL_MANAGED to my process space. I'm working on a 32-bit system so I ...
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2answers
275 views

Why am I running out of memory in D3DPOOL_DEFAULT?

When trying to using my company's D3D9 renderer and allocating everything in D3DPOOL_MANAGED I would run out of memory in the 32-bit process space. I tried using our D3D9Ex renderer and allocating in ...
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2answers
64 views

Ways to describe resouces [closed]

I have one way - xml and code like this: <Texture file="file_name.jpg"> <Sprite id="ID_SPRITE_1" coordinates="0 0 64 64"/> <Sprite id="ID_SPRITE_2" coordinates="64 0 64 64"/> ...
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1answer
216 views

Storing a Quadtree

I have a quadtree which organize my terrain chunks (heightmap) and all the static objects of my 3D world. I use Axially Aligned Bounding Box as a volume for each node of the quadtree. Due to the ...
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2answers
630 views

How should I handle missing resources?

Your game expects a certain asset to be loaded, but it isn't found. How should the situation be handled? For example: Texture* grassTexture = LoadTexture("Grass.png"); // returns NULL; texture not ...
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1answer
301 views

Resource management

I've come across a strange thing in DirectX 11: I'm trying to implement large scale volume visualization engine. My approach is like this: if the volume is HUGE (could not fit to GPU memory ...
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2answers
2k views

Managing resources

I have a resource manager that loads and returns resources. Currently I just return shared_ptrs for the resources I create, but I'm thinking about going over to using something like simple handles, ...
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1answer
256 views

Storing texture ID's for fast global retrieval [closed]

Simple question: What is the fastest way to retrieve a texture ID, given an enum value? Say I have 100 textures, what would be the fastest way to get one texture ID? Make a texture manager with a ...
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2answers
480 views

How can a resource manager have dynamic loading/unloading without creating dangling pointers?

I have a resource manager that manages the lifetime of resources in memory. A "resource" is something like a texture, mesh, et cetera. I also have an entity class that, the base class for things in my ...
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1answer
117 views

Is it better to preserve scenes in memory or recreate them every time I need them?

I am using Cocos Builder to create scenes using sceneWithNodeGraphFromFile:owner:. Now I have doubts about whether it's better, on iOS, to save some memory or CPU cycles. In other words I have two ...
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1answer
185 views

Advantages And Disadvantages Of Resource Serialization

A good example is let's say I'm making a pong game. I have a PNG image for the ball and another PNG image for the paddles. Now which would be better, loading the PNG images with a PNG loader, or ...
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1answer
3k views

Game Engine Design – Ubershader - Shader management design

I want to implement a flexible Ubershader system (with deferred shading). My current idea is to create shaders out of modules, which deal with certain features (FlatTexture, BumpTexture, Displacement ...
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0answers
136 views

Resource/Asset Manager [duplicate]

I'm creating a ResourceManager. At the beginning i'm creating a groups of resources which contain a map of resources. The role of groups is to quick load/unload resources, to find some constant, never ...
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2answers
193 views

Overlapping svn repositories

We use svn at work, but the repository is getting pretty large, so checkout times are long, as is update when artists batch process all assets. The problem is that we also store work in progress, ...
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2answers
1k views

XNA 2D: How to load/unload specific content by level

I'm writing a 2D room-based* platformer using XNA, and I'm trying to figure out the best way to load resources based on what the current map requires. Basically, I need to (want to) dispose of the ...
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0answers
137 views

OpenWorld SceneGraph management and optimization [closed]

I have a SceneGraph class which for now is just a simple list implementation, and the only optimization I've planned so far is a check is something like this: //GetDistance returns the distance ...
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3answers
241 views

When to unload graphics object from main memory?

I writing my resource mangaer, and I consider about how it can work for graphics objects (like textures, meshes). I think about this : I want to load texture (in pseudocode): Texture t = ...
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2answers
702 views

Game Asset Management

I am making my first small mobile game in C# XNA. Lets say I have 3 screens, the main menu, options and game screen. A single game session usually lasts for 1 min, so the user will alternate ...
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2answers
303 views

Game resource timers - general implementation

I'm interested in understanding how resource generation timers work on many of the mmorts type games out there. I can't wrap my head exactly around how the timers are synched with servers, especially ...
3
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1answer
264 views

Resource management question. Resource containing resource

I have resource manager handling as usual resource loading, unloading etc. With resources such an images, mesh no problem. But what to do when I have resource containing other resource (for example ...
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3answers
1k views

How to efficiently manage animations and/or textures (resources) in a game?

I am using Java, particularly the Slick2D library. Seeing as this is my first game, I have no idea how I should manage the Animations and the textures in the game in a way to be both memory efficient ...
16
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1answer
2k views

How should I structure an extensible asset loading system?

For a hobby game engine in Java, I want to code a simple but flexible asset/resource manager. Assets are sounds, images, animation, models, textures, et cetera. After a few hours of browsing and some ...
2
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1answer
390 views

Efficient manager/controller for uniform and/or attribute variables in a rendering engine

Most engines on the market have their drawbacks and it's difficult to find a simple/light-weight one that's open-source and doesn't have to put you through a rather complex learning process. Writing ...
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1answer
524 views

Resource and game state management for multiplayer game server

I'm building a virtual world kind of engine. It's mostly for fun and learning. But I would like to get it right from the very beginning, so it is stable and can be scaled relatively easily. I've been ...
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2answers
871 views

Texture caching in 2D XNA game

Developing on the XNA framework for Xbox, I have different 2D image resources being used depending on the level. At the end of a level, I'd like to leave as much loaded as is reasonable, so that the ...
3
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1answer
111 views

Resource transportation network

I've been writing a game in my free time, and I'm planning to add a transportation network based on a buildings demands and production. However, I'm not sure how to manage this efficiently, and most ...
3
votes
2answers
2k views

Loading large bitmaps in Android

In a few games in the Android Market/Google Play Store, huge bitmaps are drawn onto the screen. For example, the game Unicorn Dash: and Robot Unicorn Attack: I'm assuming the entire island ...
3
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3answers
3k views

Object pools for efficient resource management

How can I avoid using default new() to create each object? My previous demo had very unpleasant framerate hiccups during dynamic memory allocations (usually, when arrays are resized), and creating ...
4
votes
1answer
2k views

How to manage the lifetime of Ogre3D objects?

I haven't found tutorials that are concerned about deleting scenenodes and entities. I assume that the scenemanager will take ownership of them when they are attached (am I right?). However, I can ...
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2answers
1k views

C++ and SDL resource management for 2D game

My first question is about stateManagers. I do not use the singleton pattern (read many random posts with various reasons not to use it), I have gameStateManager which runs the pointer ...
7
votes
1answer
856 views

Do you need resource manager for HTML5 games?

Usually, resource manager is needed for desktop/mobile games. But is it needed for HTML5 (browser) games? Resource manager's main responsibility is to make sure there is no clone of a resource in ...
7
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4answers
3k views

How do you manage your game resources in XNA?

In the past I have used Content.Load<type>("filename"); all over the place. This quickly becomes a nightmare to manage and worse you start having multiple copies of the same asset loaded in ...
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2answers
1k views

If “ResourceManager” classes are considered bad, what are the alternatives?

I'm hearing conflicting opinions such as: "Dedicated Manager classes are almost never the right engineering tool" "Dedicated Manager classes are (currently) the best way to survive a large project ...
12
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1answer
4k views

Designing a ResourceManager class

I've decided I want to write a central ResourceManager/ResourceCache class for my hobby game engine, but am having trouble designing a caching scheme. The idea is that the ResourceManager has a soft ...
3
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4answers
742 views

Help streaming resources (maps, sounds, music, etc) from many files for contiguous world

So I'm creating a game and I would like to know how to perform resource streaming (rather than loading the whole file into the buffer) for things such as my maps, sounds, music, etc. I'm using C++ and ...