# Bulk Loading of Assets

**URL:** <https://forum.kirupa.com/t/bulk-loading-of-assets/290582>\
**Category:** flash\
**Created:** [June 16, 2009, 6:34pm UTC](https://forum.kirupa.com/t/bulk-loading-of-assets/290582 "2009-06-16T18:34:49Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![BruceBannor](https://avatars.discourse-cdn.com/v4/letter/b/cab0a1/32.png) [@BruceBannor](https://forum.kirupa.com/u/BruceBannor)\
**Post date:** [June 16, 2009, 6:34pm UTC](https://forum.kirupa.com/t/bulk-loading-of-assets/290582/1 "2009-06-16T18:34:49Z")

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This isn’t a question of how, so much as it is why? I’ve already got a bulk loader / data pool that sequentially loads assets in by pre-loading.

I’ve always done this with little thought as to why. I’ve found myself in a conversation trying to explain why I always took this approach. What’s the advantage over simultaneously loading all the assets with multiple loaders.

1. I assume you could freeze your flash app if you had enough going at once
2. And also, it’s easier to track bytesLoaded/bytesTotal
3. If anything else such as the preloader animation is playing it would lag.

But does anyone have any more info regarding this or any actual documentation besides what I think? Or are my assumptions even correct? :sure:

Thanks!!
