Andrei Tsurkan

Results 11 comments of Andrei Tsurkan

Well, there will be many advantages: - Size optimization (most important) - no extra file header information and compression - Performance optimization - bs::f can split all resources in different...

And it's simply more elegant to have [this](https://snag.gy/L92XYZ.jpg) instead of [this](https://snag.gy/z6IGK2.jpg) For example the implementation in Source Engine by Valve is very simple: we have a "\*\_dir.vpk\" file which contains...

So these packages should act like Unity's AssetBundle? No automatic resource loading based on the path? For example: ``` HPackage package = Package::create(); package->addResource(texture, "textures/characters/zombie_albedo.asset"); gResources().save(package, "package.bpk"); ```

Yeah, I think that's better than loading full packages. But how can we load separate resources if we don't use VFS? Maybe... ``` HPackage package = ... load the package...

Hello! Is there any progress on the terrain system? Best, Andrey

Oh, I see. Anyways, thank you, Marko. Best, Andrey

The best module for ngx! We are using it for our VOD service

.NET in general is not supported on consoles on its own, you'll have to use Mono (slow as JIT is not allowed on consoles) or think of your own solution...

In theory, yes, but consoles have their own platform APIs and system services. Memory allocation is also very different. So it's not only about building your application with AOT, it's...

Understood. But wouldn't it make more sense to at least make them use the default allocator? This would ensure the entire library has a single default point of allocation, according...