Hey guys, I am developing a game and I got a question.
So, I am loading data files, but not sure about its data storing, here's example: ( pseudocode )
texture.h
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// Single texture.
class ncTexture {
byte *data;
int bpp;
... etc
};
So the following "question" is here:
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// Texture manager.
class ncTextureManager {
void Load( constchar * name .. etc
..
There are three data storing methods, I am not sure which is better to use.
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// First, simple array, allocate per texture and set it to array ( tex = new ncTexture(); textureStore[i] = &tex; )
ncTexture textureStore[128];
// Second, allocate an array then point every ncTexture to it while creating ( newTexture = ncTexture(); textureStore[i] = *newTexture )
ncTexture *textureStore = new ncTexture[128];
// Or even, a list ( custom linked list, not stl )
List<ncTexture> textureStore;
}
What method is better to use?
One file(texture) size is ~1-2 mb
Would it affect performance of engine somehow? - Not sure.
Thanks in advance!