The tag has no wiki summary.

learn more… | top users | synonyms

2
votes
2answers
124 views

How can I name and organize resources at design time?

I'm having a very hard time trying to figure out a good way to add new resources to my game project in a way that's convenient for designers. To try and better understand the problem, I'm trying to ...
0
votes
1answer
48 views

assets access with index offsets

My question if about resource management. Is it a good idea to store resources like Sounds in an array and then make a second array(lets call this SoundCollections) as a sort of reference table(name + ...
1
vote
1answer
77 views

Effective content manager on AS3 Flash

In my game more than 600 images and 200 sounds. I'm try organize effective images and sounds manager for fast access. This is a good approach? public class Images { public static var ...
1
vote
3answers
143 views

Implementing a score cheating prevention system in an offline game with an online score board: How to protect game fairness?

This is hopefully a very simple question. It isn't about loading assets (which is all I found while searching) Basically I have a template, say Object_Monster that has stats, abilities, etc. But I ...
1
vote
0answers
68 views

Parented hitboxes with attributes in .FBX

Here's a visual description. In Maya, I want to: have boxes parented to my model have these boxs scale/translate/rotate with respect to each limb. have them to carry attribute data that describes ...
2
votes
0answers
100 views

Implement continuous integration (smoke test) [closed]

Moving from J2EE industry to Android development there is a question in my mind, about continuous integration to perform smoke or integration testing. I'm building a single game, a memory card game, ...
0
votes
2answers
890 views

Problem with AssetManager while loading a Model type

Today I've tried the AssetManager for the first time with .g3db files and I'm having some problems. Exception in thread "LWJGL Application" com.badlogic.gdx.utils.GdxRuntimeException: ...
0
votes
1answer
193 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
267 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
votes
2answers
390 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
158 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
212 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 ...
1
vote
0answers
145 views

What part of my engine should load images and fonts? [duplicate]

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
1k 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
979 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 ...
16
votes
1answer
2k 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
164 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
3k 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
2k 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 ...
2
votes
3answers
779 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 ...
6
votes
2answers
1k 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 ...
1
vote
1answer
611 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
799 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
733 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
3k 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
698 views

image editor to create texture atlas [duplicate]

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 ...
7
votes
1answer
824 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 ...
3
votes
1answer
572 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
419 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
243 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
212 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
896 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 ...
25
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 ...