Refactor AssetManager #32
Labels
code-quality
Purely backend related, the player won't notice anything but it makes developing easier.
engine
engine improvements, nothing the player will really notice.
The current AssetManager implementation is very basic; it has subpar code quality, bad error handling/feedback and is not extremely performant.
Ideas:
base/{images,sounds,...}
andmodXY/{images,...}
)ChildAssedManager
doesn't find a resource, the parent is checked.Examine a better way to handle Assets, topics that need a rework:
Performance:
Currently very flexible system, f.ex. AM::getAudio() tries to return a already loaded audio, if that is not yet loaded, call ::loadAudio() and return this instead. Does this make sense performance wise or is there a better system which is still flexible enough? Switch from path to ID keys for Asset key/value pairs.
Memory handling:
Should resources be freed after not being used for a specific amount of time and no more references to it? Or on a per-scene/level basis?
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