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 ...
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, ...
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 ...
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 ...
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 ...