But I think there are circumstances where it would make sense.Īnyway, I’m getting sidetracked. We currently don’t use this approach anywhere in the engine. Accessing value becomes a lot more complicated and expensive, because we always need to perform an extra query to find out if the instance has overridden the default value or not. On the other hand, there are drawbacks to this approach. So if you have many instances that use the default values, you don’t have to store any data for them. It can also save memory, because the instance data will only contain the things you actually override, not everything that potentially could be overridden. This is more flexible than hard-coding, because it allows you to override everything per instance, even texture or vertex data if you want that. In the instance data you would then use a flexible key-value store to store the delta between the instance and the resource data. Instead of hard-coding the data that can be modified per instance, you could say that everything can be modified per instance. You could imagine doing this another way. When we create the instance we initialize the instance data with “default” values from an instance template in the resource data. The vertex and index buffers cannot be changed and thus go into the static data.
For example, we know that the color is something that we want to modify so we add it to the instance data. We typically hard-code what goes into the instance. Many instances can make use of the same resource data, thus saving memory:. So what typically happens is that we split out the dynamic data as “instance data” and let that data refer to the static resource data. If an instance needs to change color, we can’t store that color value in a memory area that is shared with other instances. If data needs to change for each instance of a resource, we must store it somewhere else. Note though, that this approach only works for static (read-only) data, such as meshes, textures, etc. But it is actually a lot simpler than messing around with deserialization and reference patching. Initially, this approach can seem a bit complicated.
Second, internal references in the resource must use offsets instead of pointers, since we don’t know where the loaded resource will end up in memory and we want to avoid pointer patching. I’m a huge fan of compiling resources into big blobs of binary data that can be read directly into memory and used as-is without any need for “deserialization” or “reference patching”.įirst, the data must be swapped to the right endianness when the data is generated. Today we will look at how we can store entities as resources.
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