TextureCompressionETC2, DepthTexture, IntegerIndexBuffer, TextureFilterAnisotropic, TextureCompressionETC1, PackedDepthStencilBuffer, Srgb, FrameBufferBlit, TextureCompressionS3TC, MeshInstancing, VertexBufferArray, Multisample, SharedExponentTexture, PackedFloatColorBuffer, NonPowerOfTwoTextures, TesselationShader, TextureArray, TextureBuffer, FloatTexture,įloatColorBuffer, FloatDepthBuffer, PackedFloatTexture, GLSL150, GLS元30, GLSL400, VertexTextureFetch, GeometryShader, TextureMultisample, OpenGL20, OpenGL21, OpenG元0, OpenG元1, OpenG元2, Graphics: GeForce GTX 960/PCIe/SSE2 Vendor: NVIDIA Corporation OpenGL version: 4.6.0 NVIDIA 391.24Ĭapabilities: [FrameBuffer, FrameBufferMRT, FrameBufferMultisample, GraphicsAdapter 1: GraphicsAdapter 0: [Intel Corporation, Intel(R) HD Graphics 4600, Really think this game has potential (especially as far as ambience isĬoncerned, very tranquil) so would like to see the progress you guys Running as admin and in compatibility mode for both steam and risingworld圆4.exeĬreating a shortcut for rising world on desktop and altering permissions Updating nvidia drivers (including legacy)Īssigning graphics card to risingworld圆4.exe and java World' it gets to 10% on the loading screen then crashes to desktop. It gets to main menu but when i try to 'create new Months ago on steam and played with no issues. Memory will be automatically cleared if you have a proper destructor in AssetPtr telling the asset manager how many instances are refering to the asset.Hello. You can handle load/unload of resources asynchronously in multiple threads without delays because the AssetPtr just points to the default resource until the true one has been loaded properly. Handling assets this way has some advantages, you can prevent the same resource from loading multiple times, just return an AssetPtr to the already loaded memory chunk. The asset manager sets a watcher to the resource and removes it from memory when all references have been removed. ) when triggered by the render system and count the reference counter down. Then all AssetPtr structs have the chance to replace their internal pointer to the default asset (Texture, Model. If a resource is removed from the manager, a flag will set (thread-safe) to indicate that this resource is in an unloading state. It is a reference pointer like struct that is connected to the asset manager. A component means that you combine properties into an object, you don't want to combine properties here instead of have a "safe" struct that keeps your engine running even if something is missing. What you want is not a component rather than a resource handle. ![]() I am trying to think a better way, but this seems to be the only way to avoid the texture in the component having a nullptr after it was deleted. Example, in Editor mode, I have an object that has a component that has TexutreHolder* point to somewhere in resource manager, the texureInteface is pointing to Texture A, and when the user deletes Texture A, the resource manager will assign EmptyTexture to the TextureInterface* inside the TextureHolder, so now the object has a TextureHolder that inside is pointing to an EmptyTexture and when it calls a function it will just call the TextureInterface function and print some message. The reason for having so many classes just for one resource is to avoid crashing in midway while using our editor. So in the component will have TextureHolder* pointing to the object stored in my resource manager. I have come up with a Resource Management concept for my engine but not sure if there is any better or improvement to be made.įirst of all, if a programmer in my team wanted to create a resource, he has to do the following, I am making my custom engine for a school project.
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