Approaches and techniques for managing of game assets (resources). Usually things like sounds, textures, models, animations, etc. that take up memory.
13
votes
1answer
728 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 ...
3
votes
4answers
523 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 ...
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 ...
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 ...
1
vote
3answers
155 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 = ...