The asset-management tag has no wiki summary.
0
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1answer
104 views
OpenGL assets and new OpenGL context
So I have a bunch of meshes, materials, etc and then all of a sudden the window needs to be torn down and then recreated (such as switching on fullscreen with GLFW) which means I will get a new OpenGL ...
1
vote
1answer
64 views
How can I implement an asset update/download in a libgdx application?
I am building a game based on libGdx and I want to be able to check for and download updated assets at some point before the player starts playing. The game is being built for PC and for Android.
I ...
0
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2answers
141 views
How to reduce/handle image loading times?
I'm working on a 2D game that has very high resolution images (so that things look good on Retina MacBooks and such), and am seeing a noticeable lag caused by image loading.
I notice the strongest ...
0
votes
1answer
93 views
Approach on how to split game assets into split archives
With a custom binary file format for archives that is structured similiar to Valve's VPK files I have a Game.index.gcf which holds information about all files and where exactly they are stored. I can ...
1
vote
1answer
148 views
When to Load Assets
I'm writing a game using LWJGL and Java, and I was just wondering if there is a rule/recommended method for when to load resources. I have seen examples that load all of the resources at the ...
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0answers
115 views
What part of my engine should load images and fonts?
Right now, I have an AssetLoader interface, which has one implementation per platform. There can only be one instance of it, because it has some state (e.g. the path to the APK on Android).
It has ...
7
votes
3answers
485 views
Game Asset Storage: Archive vs Individual files
As I am in the process of creating a 3D c++ game and I was wondering what would be more beneficial when dealing with game assets with regards to storage. I have seen some games have a single asset ...
-4
votes
2answers
347 views
How can you store item data from a game? [duplicate]
Possible Duplicate:
Would it be better to use XML/JSON/Text or a database to store game content?
How to choose how to store data?
When I look at games such as warcraft 3, or Diablo, or ...
13
votes
1answer
816 views
How should I structure an extensible asset loading system?
For a hobby game engine in Java, I want to code a simple but flexible asset/resource manager. Assets are sounds, images, animation, models, textures, et cetera. After a few hours of browsing and some ...
6
votes
1answer
147 views
Continuous Integration, what are the strategies to manage binary content?
Currently we are testing various configurations between Feature Branching and CI with Feature toggling.
I can see there are several viable options out there for the code, but I also know that CI ...
0
votes
1answer
1k views
Problem with AssetManager in libgdx
I started using the asset manager, so I could use a loading screen. Everything is working fine, but when the app enters a pause state, it unloads every asset and when it loads the screen all the ...
1
vote
1answer
1k views
Inventory Management concepts in XNA game
I am trying to code the inventory system in my first real game so I have very little experience in both c# and game engine development. Basically, I need some general guidance and tips with how to ...
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votes
3answers
602 views
How to I create a resource manager?
Currently I'm using XNA's ContentManager to load my content. For the unfamiliar the ContentManager deserializes classes from disk and keeps a reference for future requests.
I'm currently facing a ...
5
votes
2answers
807 views
Where can I find/download a decent, free voice synthesizer?
I've been looking all over the net, and I've found some voice synthesizers, but they either don't work, aren't free, or just have 5 or so voices to choose from... I need to get a synthesizer with ...
0
votes
1answer
469 views
Questions about dynamic loading and unloading of assets and game state
I've wondered about this for a while as I worked on my project, but couldn't quite come up with the best way to expose my problem. I'll start with some context.
Context
I have a game that is divided ...
1
vote
1answer
521 views
Is there C++ library for packaging and reading multiple files to/from one file
Is there some small library for C++, or would be too much of a trouble to create one that "packs" (not compress) multiple game files into one bigger file (something like Valve .gcf) and reading from ...
1
vote
1answer
558 views
How to import the .fbx scene with multiple objects in XNA so that the objects retain their scene position?
I have a scene that contains mutiple objects. How can I import it in XNA and maintain each object position? Right now I export the scene in .fbx and load it in a model like this:
cube.model = ...
1
vote
3answers
2k views
Content.Load() throws ContentLoadException when loading a texture in SL XNA
I've developed a while back in XNA but I'm a bit rusty. I've started working on SL XNA but have a problem I can't explain while trying to load content (model -fbx- or texture).
I place the image ...
1
vote
2answers
507 views
image editor to create texture atlas
While I am slowly learning how to build an android game, I would like to build images for a game, especially texture atlas.
But the only image handling system I am familiar with is Photoshop. And I ...
5
votes
1answer
623 views
Do you need resource manager for HTML5 games?
Usually, resource manager is needed for desktop/mobile games. But is it needed for HTML5 (browser) games?
Resource manager's main responsibility is to make sure there is no clone of a resource in ...
2
votes
1answer
383 views
Is there evidence that downloading assets on first use rather than bundled with a game download makes a mobile game more popular?
I've noticed quite a few mobile games on the Android platform recently that prompt you to download their assets package when you first run the game. As an example, The Sims 3 is available for iOS and ...
4
votes
3answers
367 views
Storing and Finding Art Assets
I've started down a line of art asset development that will allow me to (hopefully) reuse and improve assets for several games.
But how do I go about storing and finding them?
Let's say for example ...
1
vote
1answer
191 views
Accessing archived assets - what are the options in C#?
We are looking to add an archiving system to our game, where the assets (textures, scripts, sounds, etc.) will be located and directly accessed from memory. The main requirements are:
Files must not ...
5
votes
2answers
191 views
Switching between levels, re-initialize existing structure or create new one?
This is something I've been wondering for quite a while.
When building games that exist out of multiple levels (platformers, shmups etc) what is the prefered method to switch between the levels?
...
3
votes
2answers
1k views
Proper asset management?
I am unable to wrap my mind around designing a good way to manage resources in my game.
For instance, a vertex buffer in DirectX or OpenGL would lead me to believe I should have one central buffer in ...
3
votes
2answers
749 views
Game Asset Storage - Graphics, 3D Models, Sounds
I've recently started completing games and accumulating "assets" -- graphics, sound effects, textures, 3D models, etc. that I can build on and reuse from game to game.
Is there a great, free place I ...
24
votes
3answers
2k views
Assets Management, database or versioning system?
While developing the assets for the game, (meshes, textures, sounds, videos) ho do you manage them?
Keeping them together with the source code
inside the versioning system? (perforce, git, etc…)
Or ...