In this post, I’m taking a brief break from graphics to talk about under-the-hood architecture-specifically, how I handle resources in my game. By “resources,” I mean all the external assets the game relies on, such as textures, models, and sounds.
Raylib provides a straightforward way to load and manage resources, but because it’s a C library, you have to manually unload every single resource when you are done with it. This can be tedious and highly error-prone, leading to memory leaks if you have a lot of assets to juggle.
