I see it in this way
Here is memory while Leadwerks is starting:
| Leadwerks DLL | OpenGL, all other stuff | ....
Memory while Leadwerks load entities by default:
| Leadwerks DLL | OpenGL, all other stuff | Leadwerks objects: entities, first terrain | ....
Now game is started, player moved ahead and some additional entities would be needed in the nearest time (not now)
| Leadwerks DLL | OpenGL, all other stuff | Leadwerks objects: entities, first terrain | Needed entity, that loading with loader, for example terrain | ....
Then, when new object is needed, Leadwerks just copy it to its resources
| Leadwerks DLL | OpenGL, all other stuff | Leadwerks objects: entities, first terrain + newly loaded terrain | Loader is waiting | ....
Next step is to free unneeded terrain
| Leadwerks DLL | OpenGL, all other stuff | Leadwerks objects: entities, newly loaded terrain | Loader is waiting | ....
The same thing would be great not only for terrain in RPG, but also in FPS (player comes to first room, and objects from second room is loaded in runtime) and the other games.
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Masterxilo, didnt see your answer.
So, i'm the third