[gameprogrammer] Re: engine design, question
- From: Latimerius <pvl@xxxxx>
- To: gameprogrammer@xxxxxxxxxxxxx
- Date: Tue, 21 Feb 2006 15:24:52 +0100
On Tue, Feb 21, 2006 at 08:46:42AM -0500, Roger D Vargas wrote:
> Im creating a simple engine for my game client. Im in the process of
> separating resource loading, scene rendering and map data in different
> classes.
> I have a doubt, how should I deal with object storage (meshes, texture,
> etc)? I was thinking to let the resource manager keep a cache of
> objetcs, but then how to make those objects available to the scene
> manager for rendering without having to search in the cache?
> A friend recommended me to keep the objects in the resource manager
> cache and pass a pointer to the scene manager. Is this the best solution?
Seems to be a standard one. Consider using smart pointers, though, or
else managing lifetime of resource objects might turn out very
difficult.
Also, a commercial engine I'm familiar with solves sharing of geometry
data directly in a scene graph as a form of instancing, without help of
a separate resource manager class.
latimerius
---------------------
To unsubscribe go to http://gameprogrammer.com/mailinglist.html
- References:
- [gameprogrammer] engine design, question
- From: Roger D Vargas
Other related posts:
- » [gameprogrammer] engine design, question
- » [gameprogrammer] Re: engine design, question
- [gameprogrammer] engine design, question
- From: Roger D Vargas