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I think he brought it up because, usually, texture files are the biggest kind of files in a game.
: "When we build the final resource file, which we call a cache file, we
: simply dump all loaded tags into a giant buffer and write that out to a
: single file. At runtime, we just need to read that file into a fixed
: address before we start the level "
: The tags, which are data structures, are where you would find pointers. Eg,
: the root of a render_model tag has a tag-block for the model's markers.
: That tag block, as of Halo4's tag system implementation, contains two
: pointers plus a 32-bit 'count' for the number of elements in the block.
: One of those pointers is the (fixed) memory address of the first element
: of that block (ie, the first marker).
Woah. Thanks. That's actually pretty cool to know about. It's almost as if it were a reverse memory-dump I like to use at my programs' crashes.
Life without Reach. | Metalingus627 | 6/26/14 9:06 am |
Re: Life without Reach. | gamerguy2002 | 6/26/14 9:56 am |
Re: Life without Reach. | Cody Miller | 6/26/14 12:39 pm |
Hehe. *NM* | Ragashingo | 6/26/14 1:31 pm |
Just Wait For The Anniversary Editions. | Morpheus | 6/26/14 8:05 pm |
I'll take 12! *NM* | Kal | 6/26/14 9:39 pm |
Re: Just Wait For The Anniversary Editions. | General Vagueness | 6/26/14 10:44 pm |
Disc space | kornman00 | 6/26/14 10:30 pm |
I agree | ZackDark | 6/26/14 10:37 pm |
I meant I agree with everything but that paragraph *NM* | ZackDark | 6/26/14 10:37 pm |
Map files are memory mapped | kornman00 | 6/27/14 12:42 am |
Re: Map files are memory mapped | uberfoop | 6/27/14 12:55 am |
I'm talking about data containing pointers | kornman00 | 6/27/14 4:46 am |
Re: I'm talking about data containing pointers | ZackDark | 6/27/14 11:23 am |
Re: I'm talking about data containing pointers | General Vagueness | 6/27/14 12:25 pm |
Virtual Memory | kornman00 | 6/27/14 6:25 pm |
Re: Virtual Memory | uberfoop | 6/27/14 7:34 pm |