From 1a8219892f2c8de3593a7b9ae89af0f9f6b571e7 Mon Sep 17 00:00:00 2001 From: Mitja Felicijan Date: Wed, 9 Apr 2025 11:43:04 +0200 Subject: Update to note --- .../notes/2025-04-08-embedding-game-assets-within-your-binary.md | 8 +++++--- 1 file changed, 5 insertions(+), 3 deletions(-) (limited to 'content/notes/2025-04-08-embedding-game-assets-within-your-binary.md') diff --git a/content/notes/2025-04-08-embedding-game-assets-within-your-binary.md b/content/notes/2025-04-08-embedding-game-assets-within-your-binary.md index 5f28d3b..70f5d0f 100644 --- a/content/notes/2025-04-08-embedding-game-assets-within-your-binary.md +++ b/content/notes/2025-04-08-embedding-game-assets-within-your-binary.md @@ -214,10 +214,12 @@ for an external script run from a Makefile. - I do like this approach, but some compilers might not support this feature, and this is why I will be sticking with manual approach for now. - One additional drawback is that every time you compile your game, all the - assets need to be re-read and converted. I have not heavily tested this, but - this could be a potential problem when you have a lot of assets. + assets need to be re-read and converted. I have not tested this heavily, but + this could potentially significantly increase build times when you have a lot + of assets. - Not using Make could be detrimental to incremental builds. But this would - also need to be tested. I do not claim that this is a real problem. + also need to be tested. I do not claim that this is a real problem. Test this + yourself. Read more about [Binary resource inclusion](https://en.cppreference.com/w/c/preprocessor/embed). -- cgit v1.2.3