Results 144 comments of Marko Pintera

Note that compression is already supported in the current system. Eventually I would like to add some form of resource packaging, but priority wise it's going to be after a...

Similar to asset bundles, but also with the ability to load individual assets from the package without having to load the whole thing (I don't think Unity asset bundles support...

Loading an asset directly: ``` HPackage package = Package::load("myPackage.bpk"); // Loads meta-data only package->load("abc.asset"); ``` Registering an asset for automatic resolving: ``` HPackage package = Package::load("myPackage.bpk"); // Loads meta-data only...

It's not as simple as just passing along a DataStream as that would reserve an entire thread/core for just downloading a resource if passed to the resource system as currently...

Definitely, but it's not a priority right now.

Thanks, always nice to have an existing implementation as a starting point.

@christianclavet When voxel painting is added I'll certainly add a way to bake it into a proper mesh. That's how Cryengine handles cave creation and it feels quite natural. With...

No progress yet. This feature is planned for v1.3, while I'm currently in the process of finishing up v1.1.

This fails on Windows because the thread-local stuff isn't allowed to be dll exported: ``` c:\projects\bsf\source\foundation\bsfutility\allocators\bsmemoryallocator.h(125): error C2492: 'bs::MemoryCounter::Frees': data with thread storage duration may not have dll interface (compiling...