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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16
votes
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 ...
5
votes
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 ...
10
votes
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 ...
12
votes
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 ...
6
votes
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 ...
3
votes
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 ...
3
votes
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 ...
1
vote
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 ...
1
vote
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 = ...