Archived

This topic is now archived and is closed to further replies.

How to do loading screens.

This topic is 5175 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I was wondering how most games actually do a loading screen. Do they keep going through the game loop and load X amount of things per iteration and update the screen load bar? I''m really curious on the methods used for this. Could someone enlighten me on the subject?

Share this post


Link to post
Share on other sites
You could keep going through the game loop and load X amount of things per iteration or

have 1 load function and update the screen everytime it reaches a certain part of the function.

Eg

Loadgame()
{
LoadModels();
UpdateScreen("Models Loaded");
LoadCharacters();
UpdateScreen("Characters Loaded");
etc..

}

If you are using Double Buffering, you will have to swap the buffers in the UpdateScreen function.

Mystique Legacy : Rise of the Forgotten World

Share this post


Link to post
Share on other sites
I opt for multiple threads - it''s possible to write a ''deferred loader'' which you queue resources upon and it loads them in on a seperate thread. That can cause problems, though - I wondered why my OpenGL textures weren''t being loaded properly, and eventually figured out that the gl is thread-specific.

Superpig
- saving pigs from untimely fates, and when he''s not doing that, runs The Binary Refinery.
Enginuity1 | Enginuity2 | Enginuity3 | Enginuity4
ry. .ibu cy. .abu ry. dy. "sy. .ubu py. .ebu ry. py. .ibu gy." fy. .ibu ny. .ebu

Share this post


Link to post
Share on other sites