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	<title>Comments on: Asset Management</title>
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	<link>http://pjblewis.com/2005/08/01/asset-management/</link>
	<description>The programming escapades of a computer graphics programmer</description>
	<pubDate>Wed, 07 Jan 2009 04:53:25 +0000</pubDate>
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		<item>
		<title>By: Peter Lewis</title>
		<link>http://pjblewis.com/2005/08/01/asset-management/#comment-31</link>
		<dc:creator>Peter Lewis</dc:creator>
		<pubDate>Wed, 03 Aug 2005 19:37:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.pjblewis.com/2005/08/01/asset-management/#comment-31</guid>
		<description>That's not a bad idea. In fact, it gives me several other ideas, but I'll do those later.

I've actually got a rudimentary implementation working that meets the requirements. The internals are gross, but the interfaces are good enough. 

I have 2 more things to do before I get on to shaders:

Loading models
A camera system


Both of these are easy enough, so hurrah! I might just get this to a satisfactory stage before next week (which was my personal deadline).</description>
		<content:encoded><![CDATA[<p>That&#8217;s not a bad idea. In fact, it gives me several other ideas, but I&#8217;ll do those later.</p>
<p>I&#8217;ve actually got a rudimentary implementation working that meets the requirements. The internals are gross, but the interfaces are good enough. </p>
<p>I have 2 more things to do before I get on to shaders:</p>
<p>Loading models<br />
A camera system</p>
<p>Both of these are easy enough, so hurrah! I might just get this to a satisfactory stage before next week (which was my personal deadline).</p>
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		<title>By: codetwister</title>
		<link>http://pjblewis.com/2005/08/01/asset-management/#comment-30</link>
		<dc:creator>codetwister</dc:creator>
		<pubDate>Wed, 03 Aug 2005 19:05:58 +0000</pubDate>
		<guid isPermaLink="false">http://www.pjblewis.com/2005/08/01/asset-management/#comment-30</guid>
		<description>Odd that I was considering how I would approach this problem when it pops up...and I've been thinking of going with XML, or something similar - using the XML files to define assets used for each area as needed, and one main.xml file for the assets that remain unchanged (menu items/images, sounds, hud stuff, cinematics).

So...when the game is loading its level, it looks to the corresponding xml file and then fetches the needed assets.  When it's time to load the next level, the game compares the xml file from levelA to the xml file from levelB, and dumps ALL assets NOT listed in the levelB.xml or main.xml...wash, rinse, repeat.

Then again, I might be oversimplifying things...I tend to do that.
And no, I haven't actually implemented it yet - but what I've described is the general idea.

Good Luck!</description>
		<content:encoded><![CDATA[<p>Odd that I was considering how I would approach this problem when it pops up&#8230;and I&#8217;ve been thinking of going with XML, or something similar - using the XML files to define assets used for each area as needed, and one main.xml file for the assets that remain unchanged (menu items/images, sounds, hud stuff, cinematics).</p>
<p>So&#8230;when the game is loading its level, it looks to the corresponding xml file and then fetches the needed assets.  When it&#8217;s time to load the next level, the game compares the xml file from levelA to the xml file from levelB, and dumps ALL assets NOT listed in the levelB.xml or main.xml&#8230;wash, rinse, repeat.</p>
<p>Then again, I might be oversimplifying things&#8230;I tend to do that.<br />
And no, I haven&#8217;t actually implemented it yet - but what I&#8217;ve described is the general idea.</p>
<p>Good Luck!</p>
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