Cleaning Up the Loaded Asset Infrastructure
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Previous: 'Tracking Asset Usage'
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00:00:22Recap and plan for today
00:00:22Recap and plan for today
00:00:22Recap and plan for today
00:02:02Preventing eviction of locked assets (those used in background tasks)
00:02:02Preventing eviction of locked assets (those used in background tasks)
00:02:02Preventing eviction of locked assets (those used in background tasks)
00:04:06We never lock any asset; let's lock some
00:04:06We never lock any asset; let's lock some
00:04:06We never lock any asset; let's lock some
00:07:01Not locking sounds
00:07:01Not locking sounds
00:07:01Not locking sounds
00:07:55The render group knows whether an asset should be locked or not
00:07:55The render group knows whether an asset should be locked or not
00:07:55The render group knows whether an asset should be locked or not
00:08:21Safeguarding against caller mistakes
00:08:21Safeguarding against caller mistakes
00:08:21Safeguarding against caller mistakes
00:12:41Preventing the eviction of assets before they are completely loaded
00:12:41Preventing the eviction of assets before they are completely loaded
00:12:41Preventing the eviction of assets before they are completely loaded
00:15:54Testing the changes
00:15:54Testing the changes
00:15:54Testing the changes
00:16:26Moving the most recently used asset to the front of the linked list
00:16:26Moving the most recently used asset to the front of the linked list
00:16:26Moving the most recently used asset to the front of the linked list
00:22:04Getting the header from the slot is tricky
00:22:04Getting the header from the slot is tricky
00:22:04Getting the header from the slot is tricky
00:29:29MoveHeaderToFront should only affect loaded bitmaps
00:29:29MoveHeaderToFront should only affect loaded bitmaps
00:29:29MoveHeaderToFront should only affect loaded bitmaps
00:30:14Deciding to clean up the loaded asset code
00:30:14Deciding to clean up the loaded asset code
00:30:14Deciding to clean up the loaded asset code
00:30:30"Locked" as a flag, independent of asset loading stage
00:30:30"Locked" as a flag, independent of asset loading stage
00:30:30"Locked" as a flag, independent of asset loading stage
00:36:48Checking the commit size of the game on the Windows task manager. Casey's head gets in the way; see Q at 01:01:43
00:36:48Checking the commit size of the game on the Windows task manager. Casey's head gets in the way; see Q at 01:01:43
00:36:48Checking the commit size of the game on the Windows task manager. Casey's head gets in the way; see Q at 01:01:43
00:39:06Simplifying the loaded asset infrastructure
00:39:06Simplifying the loaded asset infrastructure
00:39:06Simplifying the loaded asset infrastructure
00:40:29Merging asset slot and asset
00:40:29Merging asset slot and asset
00:40:29Merging asset slot and asset
00:44:24Condensing everything necessary to work with an asset into the asset header
00:44:24Condensing everything necessary to work with an asset into the asset header
00:44:24Condensing everything necessary to work with an asset into the asset header
00:52:49Storing the size of the loaded asset instead of its type
00:52:49Storing the size of the loaded asset instead of its type
00:52:49Storing the size of the loaded asset instead of its type
00:54:01Some debugging
00:54:01Some debugging
00:54:01Some debugging
00:58:39Removing GetSizeOfAsset
00:58:39Removing GetSizeOfAsset
00:58:39Removing GetSizeOfAsset
01:00:55Q&A
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01:00:55Q&A
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01:00:55Q&A
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Next: 'Basic General Purpose Allocation'
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