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 ...
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 ...
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'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 ...
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 ...
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 ...
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 ...
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 = ...
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 ...