Resource manager
Resource manager
Lightfeather uses a resource manager to handle what seems to be the same that the video driver and the scene manager handles in Irrlicht. Would there be any reason for Irrlicht to implement a resource manager at some point? One of the reasons for the Lightfeather project was because Irrlicht didn't have one.
Lightfeather is another engine that was created because irrlicht didn't have some features that was needed, and I guess it was thought that the design could be improved. So I am just wondering if anyone had an opinion on using a resource manager, why anyone would want to put one in the engine, why wasn't there one put in, etc.
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To Shane :Pyritie and geckoman, i think i speak for everyone when i say this. SHUTUP. please, you are coming across as complete fools. If you dont have something HELPFUL then just keep quiet...SERIOUSLY. and dont derail this thread, if you have a problem PM me.
A resourceManager will be helpful for certain kinds of things. It depends on what your aims are and your understanding of what their resource manager does! what does it accomplish? do you use the resource manager to load textures? or media? if so, it might simply be counting the references to each one, and it might give functions like, release all, release all by name (like clear memory for the menu when loading a game, etc)
Irrlicht does this internally and in order to answer your question its rather a question of what the resource manager actually does? what do you think the resource manager is used for (i do have the LF svn here but im on my mac atm)
A simple resource manager wouldnt take more then a few hours if you made one yourself, its quite handy DEPENDING on what you need it for.
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