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Questions tagged [resource-management]

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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What aspect of performance should I be optimizing my code towards? (asynchronous chunk modification)

Preface I realized that the root of my question is a little simpler than all of the details below make it out to be. All other things being equal, what is the most important system aspect to optimize ...
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1answer
41 views

Memory Management when changing Game States [closed]

I am just wondering what are some of the issues of loading and freeing the memory every time player changes the game state? Or is it better to load all the resources at once?
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0answers
53 views

Design of (texture) resource system

For an open source game I wanted to redesign the resource management system but got into a dead end and need some pointers to some reading material or where to go now. Starting point was (mostly) a <...
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3answers
384 views

Implementing reference counting from scratch or using shared_ptr for resource?

In an OpenGL application that I am writing, I want to have a simple shader class to wrap the OpenGL shader handle. Ultimately, I want this shader class to behave very similarly to a shared_ptr in c++ (...
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2answers
49 views

Most effective way to perform dynamic list of actions?

I have a huge list of predefined game objects with different actions they do. What is the best (in terms of code simplicity and runtime performance) way to store, dynamically refresh and execute their ...
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0answers
142 views

How could I generate a document that catalogs a collection of 3D models?

I have a lot of 3D models (.obj and .fbx) I can re-use in some games, but sometimes I forget them. So I want to create a (for instance) Word document with the images of all my 3D models. This can ...
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2answers
316 views

How can I find out where a particular texture is being used in my Unity project?

I have a texture in my assets, and I need to find out where it's being used so that I can change some textures in my project. How can I find out where a specific texture is used in my project? The ...
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0answers
88 views

Unity - Loading Assets / Resources during run-time for a highly customizable game

I haven't had to think too much about this problem too much until now. I am in the middle of creating a character customization system for my game. There are 60+ characters in the game, I have ...
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1answer
189 views

Should I compress the game data files?

I am working on packaging my game resources into a single file. I have chosen the format but I don't know whether I should use compression or not. I understand the possible pros and cons: Compression ...
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1answer
66 views

How to hide fbx files for commercial release

I see that all commercial games I've played never expose their fbx files - usually, they archive the fbx files into PAK file or BIN file. For example, Torchlight 2 use OGRE3D for their Graphic Engine,...
3
votes
1answer
153 views

How can I manage resources in memory, and dispose of them at appropriate time with the Ashley framework?

I have been working on libGDX and the Ashley framework, and I have not been able to find any information on resource control in memory. I would like to know if there is any way to control those ...
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0answers
329 views

Set sprite for UI2DSprite from NGUI at runtime

How can I set sprite for UI2DSprite from NGUI at runtime? This is what I tried: ...
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3answers
636 views

Unity “static” references

I have been researching this for 2 days now and I cannot seem to find a proper response. I am trying to figure out a good way to store constant variables within my game. Basically, does it make more ...
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2answers
110 views

How should I manage meshes for the streets of a 3D city map in Unity?

I was recreating a small city in Unity3D and was going to place streets and pathways according to a sketch. I'm building for Android and the city is quite small; I'm planning to have the entire road ...
1
vote
1answer
140 views

TextAsset thinks file is ~6856 bytes when it is 120123 bytes

So I've created a text asset in Unity of a binary file which i'm attempting to read in as a byte array. The result I'm getting is a byte array tht is almost half the size it's supposed to be. The ...
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4answers
9k views

How do C++ games handle memory allocation failure?

I am aware of several games which are written in C++ but do not use exceptions. Since handling of memory allocation failure in C++ is generally built around the ...
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2answers
381 views

Instantiating without the use of Resource Folder in Unity?

I am making a game which has around 25 prefabs. I want to generate these prefabs randomly one after another and also I am destroying the last prefab. One way is to make an array of gameobjects and ...
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0answers
126 views

How to Handle Game Textures [closed]

For my game I have decided to create my own hand-painted/stylized textures, and was curious about how my game would theoretically perform later down the road. Essentially, my game world is comprised ...
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1answer
209 views

Switching Screens without initializing them every time

I have a UI with four Screens (all extending a "main Screen") that users switch between very frequently, at the moment I am switching Screens using ...
4
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3answers
2k views

How to implement a job queue system?

Essentially I'm trying to make a system which you can add a job to it then finds an AI which is idle and gives it that job to do, For an example look at Prison Architects job list system (image below)....
1
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1answer
101 views

Resource management with Lua integration

I have a questions about how to better implement resource management when integrating with Lua. I have an entity system that has gameplay logic done in Lua. One of the design points was that I wanted ...
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2answers
289 views

Reading mesh data back from OpenGL vs storing two copies

I'm wondering if whether it's a good idea or not to keep a copy of vertex data in the main memory or just read it back via glGetBufferSubData (or ...
3
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2answers
254 views

What is the Basic Game Screen/Scene Life Cycle?

Question What is the standard or basic game screen/scene life cycle used in most games? What is Screen/Scene? The term screen or scene refers to the current displayed entity holder where game ...
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1answer
2k views

Resource streaming with job threading system

I am currently researching resource streaming for my current game engine. To add a bit of context, I am doing a contiguous world for a Baulder's Gate style CRPG. So while the camera is usually looking ...
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2answers
914 views

Is it a terrible practice to NOT initialize an object in its constructor?

I'm currently working on my own game engine, more precisely on the resources management part. For now, most of my assets inherits of the following - simplified - class: ...
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2answers
97 views

How are Objects rendered or updated, when there's a Pool class?

I have a State (Title State for example), that has the ResourcePool (getImage();getSound(); etc.) and a list of the GameObjects. How do GameObjects get access to the Resources in the Pool they need? ...
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2answers
187 views

Should I pass my resource manager to types that might need it, or make it global?

Say I have this Cache<typename Resource> class template, which is a resource cache that contains an ...
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1answer
902 views

How should asset bundles be divided?

The only way to load an asset from an asset bundle into memory is to load the entire thing, decompress and pull out the asset you want, then unload the entire thing, except the assets you want. This ...
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0answers
528 views

How heavy is a scene load in Unity assuming all referenced objects are in memory?

From what I understand, resources that are local to a particular scene( not a prefab, or texture, material asset etc ) are embedded in the scene file itself, while external resources are just ...
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1answer
226 views

AssetManager proper usage in libgdx

I am a beginner in libgdx and I am coding a simple game. This game is like a word puzzle where each letter is a texture. Before loading the first level I need to load into memory 26 textures, one for ...
0
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1answer
4k views

How can an asset bundle's resources be destroyed after destroying the compressed bundle data?

Using: AssetBundle.Unload( false ); Will clear the compressed asset bundle data. This, unfortunately, destroys the bundle object as well, which means nothing is ...
3
votes
1answer
4k views

How does Unity load asset bundle dependencies and how can they be accessed?

Loading assets from an asset bundle is done explicitly. You give the bundle the name of the asset to load, then it returns it( either now or later. ) However, loading dependencies is done completely ...
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0answers
82 views

Is resource management a good idea when dealing with animations?

New to the Unity environment here and I have a question concerning how to efficiently manage computer resources in a top down 2D game. I have a large area that looks like a 2d rpg from the 90's and ...
2
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1answer
193 views

How many resources are too many?

I don't know if this question is too broad but I am finally working on a game I want to release and I find that questions like: "can I really add another 10 frames?", "Do I really need that animation?"...
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2answers
3k views

C++ exensible resource manager class with dynamic registration of factories

I've done some some research on my own, so I hope someone can help me finish it. I'm trying to replicate the design of an extensible asset manager featured in this answer. At the moment I have ...
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1answer
75 views

How to get used Resources by State/Map etc?

I'm now managing the Loading of my Resources and I got a Question in my mind. How does my Resource Manager know which Sprites,Sounds, etc. are used by the Map I want to load? First I thought of files ...
1
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1answer
209 views

Texture organization and budgeting for a HD Sprite Based Game [closed]

I've been making a game that features 2 traditionally animated playable characters, hd backgrounds, props, and extra special effect animations. Things have gone well so far, but I have a few questions ...
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2answers
702 views

How do I create a sound manager? [closed]

I have a basic entity system in place. Now I want to add audio. I want to make a database class that watches over entities, pulls data out of them, and creates audio streams whenever necessary. I'm ...
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2answers
994 views

Speed up loading of png files (used for textures) in Android OpenGL Game

My game has a few texture atlases that need to be loaded (in my XHDPI folder they total 3.49MB) and on a top-end device they don't take that long to load, however on a low-end device they seem to take ...
0
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1answer
63 views

How to handle runtime exceptions that occur on a loading process delegated to newly spawned thread

I am looking to multi-thread the resource allocation routines (i.e world loading) in my game so that they can occur in the background whilst rendering a loading screen etc... The problem is, I used to ...
1
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1answer
195 views

Effective content manager on AS3 Flash

In my game more than 600 images and 200 sounds. I'm try organize effective images and sounds manager for fast access. This is a good approach? ...
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3answers
3k views

Why is custom memory management needed for assets?

Pretty much all resources relating to game programming, especially 3D open-world games, talk about how you have to constantly be unloading and reloading assets to and from disk, system memory, and ...
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1answer
4k views

Where do I store (or how do I refer to) textures for custom blocks?

I'm making my first foray into Minecraft modding on Ubuntu using Minecraft Forge. I'm finding it a little hard to get started as many of the tutorials seem to refer to older versions of Minecraft (e.g....
9
votes
5answers
27k views

How to create a new GameObject, without adding it to the scene?

I'm creating what is essentially my own prefab system. Game objects are defined by a human readable data file. I'd like to create an empty GameObject, load it with the components defined in the data ...
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1answer
237 views

How can I get a pointer to a resource via a base type handle without 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 ...
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1answer
525 views

Referencing engine resources

Let's assume for the sake of argument, that we have a resource engine in place, and that we use OpenGL. My question is how the engine/game classes should reference the resources. Lightweight example :...
2
votes
2answers
234 views

Materials and Mesh association

I'm trying to implement a Material system in a small engine for training and I've got questions about materials. Currently I've got that: Material: A Material with array of Technique Technique: ...
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1answer
143 views

WDDM Managing Memory in D3DPOOL_DEFAULT

In this question I saw that I was running out of memory in D3DPOOL_DEFAULT in DX9EX. After changing my usage from ...
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1answer
210 views

On Demand Loading of MipMap Layers

I have heard that in OGL and in DX9 D3DPOOL_MANAGED mipmap layers are pulled to the GPU memory on demand. As in If I pull from layer 4 of a mipmap, that layer and ...
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1answer
156 views

Is there a way to limit the size of the D3DPOOL_MANAGED pool?

I have over 2GB of textures that I need to put in D3D9's D3DPOOL_MANAGED pool. D3D9 charges the system copy of anything in the ...