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At game boot load all authentic game assets, load all HD assets that are NOT in overlays/scenes/objects. Load HD gameplay_keep. Load all HD GI objects.
Create actor asset load/unload functions for all actors.
On scene transition, load all assets necessary for a scene. Since we aren't streaming load rooms for v2, we should probably preload all rooms in the scene.
On actor spawn and scene transition for each actor in the scene, load all assets necessary for an actor when it is spawned in. We will need to add a function in SoH's actor struct that loads all of it's necessary assets. Run this when the actor is spawned.
When transitioning scenes, unload the appropriate keep (dungeon or field)
When all instances of an actor are despawned, we run the actor asset unload function. In the actor asset unload function we unload all of the assets that the actor depends on.
The text was updated successfully, but these errors were encountered:
On scene transition, load all assets necessary for a scene. Since we aren't streaming load rooms for v2, we should probably preload all rooms in the scene.
i think this part needs to be broken down a little:
figure out how to get all the assets necessary for a scene
decide where to/how to/if we need to store that information
actually do the loading
i started poking around a little and got lost at the "Figure out how to get all the assets necessary for a scene" part
Building on briaguya's PR there, I now have #4652 which addresses determining a scene's object and actor lists, and loads everything on transition initiation. It persists all alt textures and overlays, as well as normal audio, and a few objects (like gameplay_keeps, title screen logo, etc). It also unloads the previous scene's assets, but only (in the case of actors and objects) if the next scene doesn't need them. I honestly don't think individual asset lifetime is necessary at this point, as even with the 4K reloaded pack I was using around 5GB of RAM with the way I have things setup there. This likely can be closed when that gets merged.
Kenix3
The text was updated successfully, but these errors were encountered: