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:

  1. Tracking loaded levels: The LevelManager keeps track of all levels that have been loaded, allowing for easy access and management.
  2. 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.
  3. 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.