raylib resources and memory
Assigns textures, images, sounds and render targets one clear owner and release path. It handles partially failed loading without confusing copied handles with separately owned resources.
raylib-resources-memory
See how it helpsWhen is it useful?
Use when scene restarts or copied handles risk leaks, double unloading or stale access.
What does it help you do?
- Distinguishes CPU images, GPU textures and non-owning handle copies.
- Unwinds partially loaded asset groups safely.
- Releases graphics resources before closing their context.
Try asking this
Our level loads a tileset, font and music, but the font may be missing. Exercise that failure, restart the level and close the game. Show which successful loads are released once and ensure GPU resources are freed before the graphics context closes.
Detailed documentation
Read the skill’s original instructions, examples and checks in their authored language.
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raylib — resources memory
Use when loading raylib textures, images, models, fonts, audio or render targets.
Version and project gate
Inspect The local raylib.h version, linked library, C/C++ build system, platform backend, asset paths, compile flags and ownership conventions. Match the cheatsheet to the linked version rather than assuming the current website API. Never turn a task into an engine upgrade without the user’s intent. Read the version-matching official reference when an API decision depends on it.
Work
Pair each successful acquisition with one owner and release operation. Distinguish CPU Image data from GPU Texture data and shallow struct copies from new resources. Initialize failure states and unwind partially loaded groups. Release GPU resources before closing their context.
Deliver
A resource ownership table and safe acquisition/cleanup paths in the project’s language conventions. Keep the change in the existing project structure; separate actual observations from the proposed acceptance scenario below.
Failure to prevent
A copied handle is not independent ownership; double unload and use-after-unload can survive a first demo run.
Acceptance scenario
Force one asset load failure halfway through initialization, restart a scene and close without leaking or releasing a handle twice. Follow the project’s execution and verification permissions. If execution or a target device is unavailable, provide the reproduction steps and name the remaining uncertainty; do not mark it passed.
Scope and sources
This skill belongs to Flint. Agent selection is restricted by Orqestria’s assigned-agent policy, including forced skill selection; instruction text alone is not an access control. These are original task workflows researched from official documentation, not a copied or endorsed vendor skill.
Included files 1
SKILL.md
