Questions tagged [assets]

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

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4
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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#...
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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?
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2answers
358 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
363 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
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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?
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2answers
369 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
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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
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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 ...
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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
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1answer
371 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 ...
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1answer
851 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 ...
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0answers
211 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
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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 ...
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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
205 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 ...
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0answers
725 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
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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 ...
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votes
1answer
313 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
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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
858 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
123 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
2k 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
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1answer
287 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 ...
10
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3answers
5k 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....
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2answers
869 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
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2answers
744 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
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0answers
171 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 ...
6
votes
1answer
1k views

Why do mesh classes still contain vertex arrays if VBO's exist?

I find I'm a bit confused about the practical use of resource management in combination with memory not tied to the CPU. Correct resource management is often recommended in game tutorials, books and ...
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2answers
252 views

Ebooks for building game framework in HTML5 [closed]

I begin to develop game but I don't know best ebooks for build simple game framework in HTML5 . Can anyone suggest ebooks for me and where to get free image resources for build map in game like as ...
1
vote
1answer
539 views

The right way to start out in game development/design [closed]

I'm a 19 year old student looking for some help in the field of game development. This question may or may not seem a bit overused, but the fact is that game development has been my life long dream, ...
9
votes
3answers
3k views

Game Asset Storage: Archive vs Individual files [closed]

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 ...
5
votes
2answers
377 views

How do you clean up textures that are too photo-realistic to match the rest of your game assets?

I was browsing for textures online and notice most of it are too photo-realistic and many of them is just photo of real thing. I'm sure there some "cleanup" process for this type of texture using ...
2
votes
3answers
223 views

Should I be worrying about limiting the number of textures in my game?

I am working on a GUI in XNA 4.0 at the moment. (Before you point out that there are many GUIs already in existance, this is as much a learning exercise as a practical project). As you may know, ...
-4
votes
1answer
211 views

Voice artist for a game for kids [closed]

We're making a game for kids which should include about 50 spoken phrases. I'm asking for help in finding the right voice artist / studio for this. I've tried searching the web but couldn't find ...
2
votes
5answers
743 views

How to produce assets effectively on large Flash game projects?

I have been working on Flash games professionally for two years now and somehow, having our artists producing assets the right way is one of our biggest challenge. More precisely, it is very hard to ...
3
votes
5answers
4k views

How can I write data to a file that users can't easily edit? [duplicate]

Possible Duplicate: How can I protect my save data from casual hacking? While working on game saving and loading I figured I could just write all the variable values to a file and then load that ...
1
vote
1answer
3k views

Workflow with Flash Pro CS6 and FlashDevelop: Using fla and swc to store assets

I am using this tutorial: http://www.flashdevelop.org/wikidocs/index.php?title=AS3:FlexAndFlashCS3Workflow In the past older versions of Flash Pro I was able to complete these steps: right-click on ...
3
votes
3answers
1k views

Naming conventions for external resources?

While we develop games, then we have utilize several external resources, for example Image Sound Animation Sprite Sheet Is there any good naming convention regarding these external resources?
44
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6answers
5k views

Is it unprofessional to leave game resources to the open eye?

I'm still having problems packing my resources, after going through complicated APIs and basically just zip files which are exhausting my brain, I thought I could also pack the game with the resources ...
67
votes
9answers
23k views

How can you put all images from a game to 1 file?

I've just finished a basic RPG game written in C++ SFML, I've put a lot of effort into the game and I'd want to distribute it, however I've ran into a small issue. Problem is, I have well over 200 ...
10
votes
3answers
7k views

How do you pack resources, in a game when you have too many of them?

I've recently made a basic Space Invaders clone, in C++, using the Allegro 5 framework. After I finished, I realized I had about 10 sprites, and 13MB worth of DLLs; some of the players didn't even ...
0
votes
1answer
88 views

Where do you put assets on iOS 5.1 apps?

I'm starting with iOS 5.1 and I'm trying to figure out how to download/and load asset files to the iPad, such as sprites and sounds. Previously I think I packed them into a .xib file for iOS 3, (wasn'...
3
votes
1answer
906 views

Models with more than one mesh in JMonkeyEngine

I’m a new jmonkey engine developer and I’m beginning to import models. I tried to import simple models and no problems appeared, but when I export some obj models having more than one mesh in the ...
6
votes
1answer
420 views

Game Asset Size Over Time

The size (in bytes) of games have been growing over time. There are probably many factors contributing to this: trailer/cut scene videos being bundled with the game, more and higher-quality audio, ...
2
votes
1answer
629 views

Java getResourceAsStream as local resource

Before using LWJGL, I used the Graphic method, and there I displayed imageicons, and I had the picture file located in the ...
3
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1answer
881 views

Mesh deformation maya to unity

I have a model that has been modeled & rigged in Maya, whenever i export it as an FBX and take it into unity it seems to collapse at certain areas (see the attachments for a before and after). The ...
1
vote
4answers
309 views

To what extent it is legal to declare support of third party commercial products' assets?

Is it legal to say that MyGame supports other (specific) games' textures, sounds and models? I'd like to get involved into an open source game project and implement support for Quake's weapon models (...
74
votes
7answers
44k views

Good resources for learning modern OpenGL (3.0 or later)? [closed]

I stumble upon the search of a good resource to start with OpenGL (3.0 or later) . Well, I found a lot of books but none of them can be considered a good resource! Here two examples: OpenGL ...

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