![]() This is the asset file used for the shareware version of the game. I found it interesting to take a closer look at how data memory in Doom’s WAD files are laid out. The source code of this can be found on my GitHub repository. This can significantly reduce disk size and possibly even improving performance when disk access is slow and the cost to decompress is low. On top of what I’ve described above, the files in a pak file are usually also compressed. raf in League of Legends, …Īs a small project, I’ve decided to look into creating a similar format. Today, many game engines have adopted the idea of having large files of binary asset data. It gives more flexibility to users (and developers) to create patches, mods, it provides opportunities for security measures but more importantly, it improves performance significantly as having only a few large binary files to read from is much faster than reading many small files. This file format has been used after on Doom and eventually pretty much all games currently today in some form. In 1992, Wolfenstein 3D introduced so called “WAD” files (Stands for “ Where’s All the Data?”). Packaging assets in large binary blobs in games is quite common.
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