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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Resource management in ECS?
I'm new to ECS. And I'm trying to create my own game in ECS. I want to ask what's the common way to do some resource management. For example, it's very common to load and unload images from disk in ...
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How to manage UI sound effects?
I'm making the main menu for a small game I'm making, and when I was learning how to make buttons etc.
In order to make the buttons have a sound effect when pressed and so on, I was told to add an ...
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Using Game Engine (or parts of it) In Commercial Application?
This is a difficult question, as it is not related to game development directly: we are currently evaluating, if an existing game implementation (game engine or part of it) may fulfill the needs for a ...
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"An ID3D12Resource object is referenced by GPU operations in-flight on Command Queue": When Should I Create my Buffers?
When trying to re-create my vertex buffers, my app crashes and I get this error:
D3D12 ERROR: ID3D12Resource2::: CORRUPTION: An ID3D12Resource object (0x000001DDEBA98FC0:'Vertex Buffer Default ...
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stencil as shader resourceview
I would like to use the stencil information in my depthstencil buffer as shaderresourceview (DX11) in my shader.
I have a DSV D24S8 from which I create a R24X8 resource fine using the red for ...
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What is the typical way of authoring and implementing dynamic asset loading via blocks, in Unity?
Suppose that you have thousands of individual resources that need to be loaded dynamically (e.g. some kind of procedural or randomized world that spawns all manner of things etc). There are many ways ...
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Reference counting with resource handles
I have implemented a resource handle and resource cache class. The handle stores an integer id. The cache stores a vector of objects e.g., Textures. The handle id acts as an index into the cache ...
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Unity difference between accessing asset prefab from reference VS from Resources.Load?
Question point
Does putting prefab asset in inspector's reference and access its content inside in runtime VS. Load the same prefab asset from Resources.Load API, ...
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C++ Wrapper class for raw pointer to an SDL_Texture
First time in game dev, so go easy on me. I understand it's senseless to copy textures, but I'm trying to see this from a copy/move perspective since there is a lot of that going on in my code and in ...
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How to extract data from a resource compiler script in c#
I need to know how to extract all data from a resource compiler script to a folder or the desktop.
the .res files are compiled and added to an exe file.
.res is the file extension.
and if that is ...
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What is the difference between cudaExternalMemoryHandleTypeD3D12Resource and cudaExternalMemoryHandleTypeD3D12Heap?
When we import a D3D12 memory object into cuda we do something like this:
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Do multiple small script files use more RAM than one bigger script file?
So I'm still new to making games that have a baseline for computer resource usage and I'm confused with my question. I can't find an answer anywhere on the internet so I'm here.
Simple Question:
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Centralized ResourceManager Class for every type of Asset in an Game Engine
I am trying to Implement resource manager for my hobby game engine.
The problem I am trying to solve is that I want one centralized resource manager, which delegates resource loading to a bunch of "...
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How to update the value of all owners of shared_ptr?
I’m writing a render, there is a class that shaders should store, something like a shader manager. These shaders are stored as
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Do I need a rendering system in my engine?
I am planning to create a cRPG game engine that would allow to easily create games like Baldur's Gate. I already tried to do that once, but my knowledge was vastly insufficient at the time. I settled ...