Jump to content
  • Advertisement
  • entries
    443
  • comments
    1190
  • views
    772033

Stuff

Sign in to follow this  
JTippetts

141 views

With an eye toward parlaying Accidental v2 into an actual game, I've spent the last several days installing more robust asset and object handling code, using pooling, reference counting, and all the nifty little buzzwords. In short, implementing smarter data handling. I've eliminated a lot of old legacy code from these systems, code written for the original Golem, Golem3D, Golem the Side Scroller, MazeLands the roguelike, ItchyRoids, etc... Asset allocation and loading are now handled centrally, instead of being distributed among scattered systems, resulting in cleaner interface and less likelihood of bad code resulting in leaks and bloat.

All of this is, of course, behind the scenes work with absolutely 0 visual impact, so no pretty screenshots to show for it. Maybe something to show in the next few days.
Sign in to follow this  


0 Comments


Recommended Comments

There are no comments to display.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!