[Overview]
I took a long break from updating my blog. It was a long, tedious, and painful break. But now I think it’s a good time to start everything up again!
[Plans for the week]
- .chunk file save/load system
- Reviving ResourceManager from each modules.
[Development Logs]
2026.09.17 Thursday
Everything starts again.
With the help of GPT6-Astra, I managed to rewire the Foxtrot Engine, which consists of multiple DLL libraries, so that it works again. However, after analyzing the generated code, I found some additional features that need to be modified and implemented to make the engine fully functional. Hopefully, it won’t take long, since I’ve already programmed the entire functionality before. However, restructuring the ‘.chunk’ file seems to be quite tricky.
What is a ‘.chunk’ file?
A ‘.chunk’ file is like a scene file in Unity. It contains all the information about the data that should be brought into a scene when it loads. Before dividing the Foxtrot Engine into multiple DLL files, the ‘.chunk’ structure was quite simple, since a list of actors and their components was all it contained. Now, however, I might need an additional feature that specifies which DLL file should be loaded and provides access to the components needed from that DLL.
Rewiring ResourceManagers
Each module (such as D3D11 or GenericData) has its own ResourceManager whose purpose, as its name suggests, is to manage the module’s resources. For example, the D3D11 ResourceManager is responsible for loading sprites, sprite animations, Spine animations, and other resources. I found that the ResourceManagers for some modules have been deactivated or have not been implemented. My job now is to rewire them so that resources can be manipulated in the editor and loaded successfully in the game.
2026.09.18 Friday
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