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Old 27 April 2017, 10:24   #1
earok
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Join Date: Dec 2013
Location: Auckland
Posts: 3,543
Splitting a game into multiple executables

Something I've been dwelling on - my current project is getting rather memory hungry and unwieldy, and there's still components to be added. On top of that the executable is currently beyond 250kb! I am currently managing memory by using banks (so I load main game assets over title screen assets when they're no longer needed) but this is getting more difficult every day.

I was dwelling on the idea of splitting it into entirely separate executables (for instance, intro/menu/main game) maybe with a lightweight master "state machine" executable controlling the flow between them. Does anyone have any tips or advice for this sort of thing?

I guess the main things I was wanting to know

1. How would one open another executable in a non-multitasking way (so the current program will stop until control is passed back).
2. When control is passed back to the launching program, what needs to be done to ensure the memory consumed by the previous program is definitely freed back to the system?

Thanks in advance.

Last edited by earok; 27 April 2017 at 10:34.
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