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Updateable engine

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just want to know, is there a certain way i should structure my engine to make it patchabale/updatable or is the technique to simply replace all files that have changed, including the .exe?

thanks

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The exe files are just replaced these days.

As for content.. Either you store everything as plain files, in which case you just replace the updated files. Another solution is to have a stack of virtual filesystems in your content system. This has many uses. I think PhysFS can help you there..

Basically, you have a base class with at least two methods: FileExists and OpenFile. Inheriting classes then override these two methods. You would then have a NativeFileSystem and maybe an ArchiveFileSystem.. You can then create a stack of these, so that when your engine tries to open a file, you check the top of the stack first and if it has the requested file, return it, otherwise check the next filesystem on the stack.

This way, you can have all your assets in one huge archive file, and then just provide a patch archive file with the updated files. This is also a great way to facilitate mods or maps that can override defaults, just put the map/mod on top of the stack..

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just want to know, is there a certain way i should structure my engine to make it patchabale/updatable or is the technique to simply replace all files that have changed, including the .exe?

thanks


Yes, they have patches that you can do that just update parts. DON'T DO IT!!! The reality is that the best solution is replace any and all files that have changed. The patches seem to have issues a lot of times. Yes it cuts down on download sizes but most people have pretty decent speeds now days.

j.

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