Files, Streams and the Resource Manager


The Torque engine uses many resources - terrain files, bitmaps, shapes, material lists, fonts and interiors, to list just a few examples. In order to manage a large number of game resources effectively and provide a common interface for loading and saving resources, Torque uses the ResManager.

Resources have the special property that only one instance of a resource will ever be loaded at a time. Resource objects are reference counted so that when a second request is made for the same resource, the original loaded instance is returned. The resource manager also defines a resource template class that acts as a transparent pointer to various types of game resources.

Searchable Paths

A list of searchable paths are fed to the ResManager via the setModPaths() function. This function also scans the specified paths for all the files contained therein, creating a ResourceObject for each one. These are all stored in a ResDictionary, allowing rapid lookup of a specified file.

In addition, a "writeable path" may be set using setWriteablePath(). The writable path is used to store files downloaded from game servers.

Volume Files

The Resource system also supports Volume files, which appeared in Tribes 1 as .vol files and Tribes 2 as .vl2 files, but in reality as ZIP files. When ResManager encounters a file with a .zip extension, it opens it and adds all the items in the ZIP's contents list to the list of known files.

ResManager automatically deals with the complexities related to opening a ZIP file and streaming a specific file in it, so your resource implementation doesn't need to concern itself with where the data is coming from.

ResourceObject and Resource<T>

As mentioned above, ResManager maintains a list of all the files it knows about using ResourceObjects. The Resource<T> template is provided to manage references to ResourceObjects; it ensures that the resource is properly refcounted.