filesystems - Virtual file systems -


Most games come in special files with their resources (models, textures, etc.) (as in Quack 3. Pk3 Files for example). Obviously, those files are "mounted" in some way and they are used as separate file systems

I like to know how it is achieved. The only strategy I came up with is keeping the offset-size information in the header of the file, then memory-maping the file and accessing the resources, such as they are independent write-protected parts of memory < P> I want to know if my strategy is viable and if there are better options.

Thank you!

Your strategy is fair; In fact, it is an accurate conformance to what a file system driver does with the raw block device. What problems do you have with that implementation?

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