* Added 3 implementations of AssetCache: SimpleAssetCache, WeakRefAssetCache and WeakRefCloneAssetCache * Added AssetProcessor interface that handles cloning and post processing of assets after they are loaded * AssetKey can now configure which cache/processor to use for a particular asset type * Added AssetManager unregisterLoader method * AssetManager now supports more than one AssetLoadListener * Javadoc improvements in AssetManager * Asset interface now renamed to CloneableSmartAsset (which more accurately describes its behavior and use case) * DesktopAssetManager now makes proper use of the new AssetProcessor/AssetCache classes when handling asset loading * Added proper equals/hashCode methods to many AssetKey subclasses, which is required for the new system to work properly * All AssetKeys were rewritten to work with the new asset system * loadAsset(AudioKey) now returns an AudioNode and not AudioData, similar to the behavior of loadAsset(TextureKey) returning a Texture and not an Image. Because of that, the key storage in AudioData has been removed. * Texture, Spatial, and Material are all cloneable smart assets now and will be cleared from the cache when all instances become unreachable * Improved the existing TestAssetCache test to make sure the new system works git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@9309 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
* AssetCache is now an interface and can be extended by user. Moved to com.jme3.asset.cache package.
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A complete 3D game development suite written purely in Java.
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