Questions tagged [assets]

Game resources separate from the software (code) and hardware (platform). The most common assets are graphics and audio.

Filter by
Sorted by
Tagged with
4
votes
2answers
256 views

Does one's choice of 3d modeling software used during asset creation affect performance at runtime?

Does software used to create 3d assets (for game development specifically) have an impact on the efficiency of the program? In other words, is it possible to reduce the operating footprint of an ...
13
votes
4answers
2k views

Avoid double compression of resources

I am using .pngs for my textures and am using a virtual file system in a .zip file for my game project. This means my textures ...
0
votes
1answer
87 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 + ...
3
votes
1answer
481 views

Obfuscating Monogame assets

I'm obfuscating spritesheets. I've already encrypted the .txt file dictionaries. Now I'd like to perform binary serialization on the image files. Texture2D does not ...
2
votes
2answers
229 views

How can I ensure my game complies with all asset/source licenses when preparing it for distribution?

I put together a 3D space scene demo, but I bought some models from turbosquid and using the jmonkey engine I must comply with BSD licence (jmonkeyengine) and also package the models, but I don't ...
4
votes
1answer
707 views

Should I be concerned about assets being accessed by dumping VRAM?

I have heard many people tell me that a user can dump the VRAM on their GPU and get all the images in my game. Including all "Streamed" images. This includes most of my Menu graphics. How would a ...
3
votes
0answers
182 views

How much a scene would be done in 3D modelling program before exporting? [closed]

What I am trying to work out is, when creating a level, or section of a level, how much is created in the modeling package before it is exported, take the scene in the link. Would this whole scene be ...
1
vote
1answer
1k views

Preload in cocos2d v3

I'm trying to create a preload, but i don't know how to implement the code of this topic in cocos2d iphone v3. Since CCTextureCache has changed to CCTexture, and doesn't have sharedTextureCache ...
5
votes
1answer
5k views

Where do I store (or how do I refer to) textures for custom blocks?

I'm making my first foray into Minecraft modding on Ubuntu using Minecraft Forge. I'm finding it a little hard to get started as many of the tutorials seem to refer to older versions of Minecraft (e.g....
5
votes
1answer
1k views

Best way to organize models with multiple meshes and textures?

I have character models which have different parts, ex: upper body, head, lower body; each part is a separate mesh in the same model. Each part has several textures associated with it (diffuse, normal,...
0
votes
2answers
1k views

Recommended way to handle sprite assets for different screen densities (Android)

I am currently working on a 2D game for Android. All of the images that I render were created as SVG's and then exported to PNG's which I have placed in my assets directory. These images are also all ...
8
votes
4answers
3k views

How does creating 2d game assets differ from regular 2d art? [closed]

I've done some digital paintings and concept sketches in the past, and I was thinking about employing those skills in my game making efforts. From an artists standpoint, what does he have to do ...
1
vote
2answers
6k views

Textures quality issues with Libgdx

I have drawn several vector objets and characters ( in Adobe Illustrator ) for my game on Android. They are all scalable at any size without any quality losses ( of course it's vector ^^ ). I have ...
3
votes
2answers
1k views

What's wrong with using a static class to load and expose all of my assets?

What are the pitfalls associated with loading and storing all references to all of your content/assets within a single static class? I've been trying to ask myself why I would want to instantiate an ...
1
vote
2answers
72 views

Ways to describe resouces [closed]

I have one way - xml and code like this: ...
3
votes
1answer
2k views

How can I make a player-interactable bookshelf?

In the player's house Interiors->WhiterunBrezeehouse (FormID 000165A8) I duplicated a bookshelf (...
1
vote
2answers
145 views

How do I associate my objects to my meshes and other resources?

I am creating a simple 3D engine and I've run into a problem. I have an array of objects [Camera, Player, Player, MonsterA, MonsterB, MonsterA] and a number of ...
2
votes
1answer
253 views

How do game developers make their game available for most of the resolutions?

I'm developing a game with Java using Slick2D and I want to make a game that could target all the recommended resolutions, as you can see in almost every game you could have an option of changing the ...
1
vote
2answers
246 views

Application of classes with critical non-static fields in LWJGL [closed]

I'm going to be as specific about this question as I can. Ultimately, how is it that I apply a class that uses non-static fields in LWJGL? More specifically, I know that OpenGL is quite nearly more a ...
6
votes
3answers
891 views

When should I load my resources?

I'm making a game, and right now I'm working on the user interface. I'm just wondering when I should be loading my resources. Should I do it in small pieces at a time? Load resources for part 1 of ...
13
votes
2answers
1k views

How should I handle missing resources?

Your game expects a certain asset to be loaded, but it isn't found. How should the situation be handled? For example: ...
3
votes
1answer
1k views

Multiple texture coordinates per mesh?

So far I've used the same texture coordinate for both the normal and diffuse textures on a mesh, yet when reading the Assimp documentation (http://assimp.sourceforge.net/lib_html/structai_mesh.html#...
0
votes
1answer
3k views

Getting and playing AudioClips by string name

Is there anyway I can get an audioclip by the name it has in the assets folder? Or will I always have to make a reference to it by dragging and dropping the clip on a SoundClip in the inspector?
1
vote
2answers
344 views

FOSS games using original assets, is it legal?

Can I make a game that uses the assets of another game on the users' computer, without legal issues? For example, I make a game that requires the user have game X installed, and I use the assets of ...
1
vote
1answer
351 views

Fast resource management

So I'm working on one thing that I can't figure it out at this moment. Lets say that I have my all game data compressed into zip archive. There's a scripting system in the game that lets you to do ...
5
votes
3answers
1k views

Build a Unity asset bundle on linux?

I'm trying to generate an asset bundle on a remote linux machine and stream the bundle to a running Unity instance. Is it possible to download the same libraries Unity uses and compile on Linux?
9
votes
2answers
325 views

Demo (and real game) Protection

In a few months I plan to start showing off the (hopefully commercial) game I'm working on to the public (internet). The thing is, besides screenshots and a trailer (of say feature functionality), how ...
0
votes
3answers
1k views

Is there a way to create multi-resolution graphics for game with createjs?

I'm on a advanced development for a game made with createjs framework. However it's time to export it to some platforms. The graphics are made for the iPad 3 resolution. I would like to export them ...
3
votes
1answer
2k views

Vertex Buffer Sharing between DirectX11 and Directx9

In my d3d9 engine i want to take benifit of compute shader of d3d11. So firstly I created a vertex buffer in d3d11 with D3D11_BIND_UNORDERED_ACCESS and then tried to create the d3d9 vertex buffer ...
0
votes
1answer
7k views

Issues loading in AudioSource at runtime using WWW class

I am having an issue with loading in an OGG audio file to my project. Basically I want to set my game up so that players can drop audio files into a folder called Playlist in the game directory then ...
0
votes
1answer
332 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 ...
2
votes
1answer
830 views

Advantages And Disadvantages Of Resource Serialization

A good example is let's say I'm making a pong game. I have a PNG image for the ball and another PNG image for the paddles. Now which would be better, loading the PNG images with a PNG loader, or ...
0
votes
0answers
192 views

Resource/Asset Manager [duplicate]

I'm creating a ResourceManager. At the beginning i'm creating a groups of resources which contain a map of resources. The role of groups is to quick load/unload ...
3
votes
2answers
3k views

Simple Android loading screen when using OpenGL

My game uses openGL ES 2.0 on Android and it's got to the point where the pause (while loading resources) has become noticeable. All I'm after is to show a static screen (probably via an XML layout ...
1
vote
1answer
1k 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 ...
1
vote
1answer
192 views

Continuous / speed affected sound effects. What is the industries de-facto solution?

There are various types of audio material we require in games. For instance, footsteps - these are very straight forward. We take some boinking sounds over metal, plastic, concrete and add to our ...
3
votes
0answers
717 views

How can I use Cinema 4D models in Android and iOS games? [closed]

How can I convert Cinema 4D animation or models to use in games for Android and iOS SDK?What kind of format is required for developing games for these platforms? If I make a dancing character, do I ...
13
votes
1answer
2k views

How to reduce image size without pixelation?

I see lots of games with smooth edges characters and high res images, however when I try to reduce images to say 64x64 for my character I just get a pixelated mess. even if I start with a 64x64 canvas ...
-2
votes
1answer
308 views

Game code structure using openGL / Android [closed]

My game will have 3 activities (splashscreen, options menu and main game). As it stands, each is a separate activity with it's own activity class and GLSurfaceview class. Is this structure the right ...
0
votes
2answers
1k 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 ...
3
votes
1answer
838 views

Should my assets match my reference resolution?

I'm confused over supporting multiple resolutions in my 2D game. I'm currently working with a reference resolution of 1280x720. That means that all elements are positioned in a 1280x720 coordinate ...
-1
votes
1answer
121 views

How should I store resources generated at runtime? [closed]

I in my game I generate some images at runtime depending upon the size of the text that will go over it. Right now I am storing these in a hashmap using a string resembling the text. The question is, ...
9
votes
1answer
1k views

How do I load graphical resources asynchronously?

Let's think platform-agnostic: I want to load some graphical resources while the rest of the game is running. In principle, I can load the actual files on a separate thread, or using async I/O. But ...
0
votes
1answer
245 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 ...
9
votes
3answers
4k views

Source control for storing everything of game project?

Is it usual to manage not only source code, but all assets, textures, art, documentation files, etc under git repository for version controlling? For example I wanna to get back old version of texture....
1
vote
2answers
774 views

Resource Files creation and quick parsing

I'm having to come up with the format of my Resource File and I'd like to ask about the ways they're made, for example, if I'm using the code: ...
0
votes
2answers
740 views

Best source for sound effects? [closed]

What is a good source for sound effects for use in an indie game production (C#, XNA)? The sounds do not need to be free. They, however, should have a clear licence for commercial use. The website ...
1
vote
0answers
163 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 ...
3
votes
3answers
8k views

In Unity, can I load a local (/Resources folder) website to safari on an ipad

In Unity, can I load a local (/Resources folder) website to safari on an ipad? This works fine on a Mac, opening up a wepage from my Resources folder. ...
1
vote
1answer
1k views

Dealing with binary data and endianness

When distributing my game, I am going to compile all the resources and level data into a single binary package file, which is loaded from by the game. Do I have to worry about my machine being a ...