
DarkLight 3
The update to my 3D C++ Engine, with changes on memory management and triple buffering.
Here, I used some of the assets from the Ocarina Of Time 3D version to demonstrate the capacity to load these assets and use them.
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Custom Memory Management
This time I implemented a system that allocates memory for the components before creating them.
This allows all of them to be near each other in memory and allowing faster search when needed.
The memory can be allocated as needed and the components initialized when required and searched using pointer arithmetic.

Triple Buffering Threads
The triple buffering was fixed from the previous version and largely expanded.
Mesh, animation and texture loading are now triple buffered allowing the use of low resolution or low poly models/textures. The lower versions take priority in loading, while the more expensive versions are loaded in the background and used when ready.
This makes the initial loading of the engine much faster and streamlined than before.
The threads also allow for this to be non-blocking, so the user can play while the rest is loaded in the background.

Building With Multiple Parts
To have some fun, I got the model from Kokiri Forest and Link from the Ocarina Of Time 3D version and loaded them in using textures with and without transparency to show that these can be used and played with
