- Project: Godot cache module
- Student: Raghav Shankar
- Mentors: Ariel Manzur, Hein-Pieter van Braam
- Repository: https://github.com/WarpspeedSCP/godot/tree/wip-patch
Godot engine is pretty easy to use for most things and is becoming a better competitor to unreal engine and unity by the day. But one area where it's lagging behind is in the way it handles file and network IO on various platforms, especially on systems like consoles.
Nowadays, all IO operations are cached to speed up access to data from hard drives or the network. The cache sits in RAM and holds on to information that is frequently accessed so we don't need to wait a long time for the data. For desktop and mobile systems (like android and iOS), this may be less of a problem because the OS can provide caching for disk and network IO. But consoles and other more specialised systems may not have an OS that does this for us, which means we may need to do the caching ourselves.