Level Loading and Management
This document outlines the process of loading and managing game levels in the oglr
project, a game engine written in C++ and based on OpenGL.
Level Loading
The primary mechanism for loading levels in oglr
is through the Level
class, found in the src/level.cpp
and src/level.h
files. Levels are loaded from files using the loadLevel
function in level.cpp
. The function reads data from the level file and creates game objects (like models, textures, and scripts) based on the loaded information.
Levels are typically loaded asynchronously, with progress updates being sent to the game’s main loop via a callback function. This allows the game to continue running while the level is being loaded. The progress updates are handled in the update
function of the Level
class, which also manages loading resources and setting up the game’s state for the newly loaded level.
Level Management
Once loaded, levels are managed by the LevelManager
class located in src/level_manager.cpp
and src/level_manager.h
. The LevelManager
class is responsible for:
- Tracking loaded levels: The
LevelManager
keeps track of all levels that have been loaded, allowing for easy access and management. - Switching between levels: It provides functions for switching between different levels. This includes loading new levels, unloading existing levels, and managing the transition between them.
- Resource Management: It handles the lifecycle of resources associated with each level, ensuring proper cleanup and reuse.
The LevelManager
uses a stack-based approach for managing levels. When a new level is loaded, it is pushed onto the stack, and when a level is unloaded, it is popped off the stack. This allows for easy navigation back to previously loaded levels.
Example
The following code snippet illustrates how to load a level named “level1” and switch to it using the LevelManager
and Level
classes:
// Assuming 'levelManager' is an instance of LevelManager
Level* level1 = levelManager->loadLevel("level1");
// Switch to level1 once it's loaded
if (level1) {
levelManager->switchLevel(level1);
}
Level File Format
The level files used by the oglr
engine are in a simple text-based format. The format is defined in the src/level_parser.cpp
and src/level_parser.h
files. The parser supports various elements within the level file:
- Game Objects: These represent entities in the game, such as models, lights, and textures.
- Object Properties: These define the characteristics of each game object, such as position, rotation, scale, material, and texture.
- Level Data: This includes information about the level’s environment, such as background color, skybox, and gravity.
The level file parser uses the LevelParser
class to read and interpret the data from the level file.
Level Debugging and Performance
The oglr
engine provides tools for debugging and analyzing level loading performance. The LevelManager
class includes methods for logging level loading times and resource usage. This information can be used to identify performance bottlenecks and optimize level loading times.
The engine also allows for the use of profiling tools to monitor the performance of level loading and game object creation.
Conclusion
This outline provides a comprehensive overview of the level loading and management system in the oglr
game engine. It covers the key classes, functions, and data structures involved in loading, managing, and debugging game levels. Developers can use this outline as a starting point for understanding the level loading and management system, and for developing their own levels and game content.