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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6
votes
2answers
462 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
votes
1answer
297 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 ...
1
vote
2answers
2k 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 ...
17
votes
1answer
3k 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
votes
1answer
652 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 ...
0
votes
1answer
776 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 ...
0
votes
2answers
1k 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
votes
1answer
121 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 (...
5
votes
3answers
4k 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
3k 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
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
1k 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
votes
4answers
4k 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 ...
19
votes
2answers
2k 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 ...
15
votes
1answer
8k 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
votes
4answers
883 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 ...
5
votes
1answer
959 views

Explicit resource loading in Ogre (Mogre)

I am just starting to learn Mogre and what I would like to do is to be able to load resources 'explicitly' (i.e. I just provide an absolute path instead of using a resource group tied to a directory). ...
6
votes
1answer
2k views

How to manage shaders?

I've done some shader programming some time ago but only simple stuff. I'm especially interested in how do you manage shaders? Do you just write one of each kind, or do you need more of them? If so, ...
5
votes
2answers
282 views

How can I determine a budget for RAM used (LRU involving VRAM, in particular)

After some profiling, I've determined that one of my most expensive functions involves drawing text. As a solution, I'd like to implement a LRU type of cache that will "remember" the vertices, tex ...
4
votes
5answers
1k views

What is the best approach to resource management in game design?

I studied computer engineering before but have been lagging in the technical aspects as of late. Seeing as I think it would be to my advantage as a designer to understand how resources are used and ...