Original Post
I've been doing a lot of reading about how a loader should be handled on the forums, and I feel like I'm on information overload. I've read that it's better to have separate loaders for different assets such as having a texture, mesh, shader, etc, loaders all separate, but I've also seen some examples where the different components are grouped together so that a class loads the file, then the different components figure out what to do with file when it's loaded in. I also need a way to store the information depending on how it's going to be used. I saw an example I'd like to implement where there are 3 memory blocks, one for data needed every frame, one for data needed every block, and one for constant data.
My basic design goals for the framework are as follows:
I'm only worried about having it work on windows
I want to stream in world blocks to have a straight continuous level with branches
I want to have flexibility to experiment with shaders
So my first issue to tackle is how to handle the loading of assets and storing them into the different blocks of memory. Some insight into the pros and cons of different methods would be greatly appreciated. Software design and architecture is really hard for me, and I'd like all the information I can get.
My basic design goals for the framework are as follows:
I'm only worried about having it work on windows
I want to stream in world blocks to have a straight continuous level with branches
I want to have flexibility to experiment with shaders
So my first issue to tackle is how to handle the loading of assets and storing them into the different blocks of memory. Some insight into the pros and cons of different methods would be greatly appreciated. Software design and architecture is really hard for me, and I'd like all the information I can get.