1
vote
0answers
70 views

OpenWorld SceneGraph management and optimization

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 ...
3
votes
3answers
2k 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
711 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 ...
0
votes
2answers
599 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 ...
10
votes
1answer
3k 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 ...