Questions tagged [assets]
Game resources separate from the software (code) and hardware (platform). The most common assets are graphics and audio.
323
questions
7
votes
2answers
4k views
How to make prefabs independent?
I'm working on a Unity's Project and I want to modify a prefab, more precisely I want to change the texture of a prefab. The problem is that my modification is applied also to other prefabs. I read on ...
7
votes
3answers
3k views
Programatically loading fonts, textures, and media in XNA
So far, in my rhythm game, I've been using XNA's Content Pipeline for loading static resources in my app (videos, sound effects, etc). However, down the road I'd want to allow users to create their ...
7
votes
1answer
11k views
Using .svg in unity(2D)
Creating resolution independent sprites is tough and memory consuming.
How can .svg assets be used in unity for any kind of 2d game?
What are alternatives to .svg that can be used in unity?
Can ...
7
votes
1answer
1k 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 ...
7
votes
1answer
5k views
How to import assets to Unity3d Build on runtime
I am trying to import assets- ex:"fbx files"- into my app that is made using unity3d. this works easily inside the unity editor, but i need to do that in the actual build. any idea how to make this ...
7
votes
1answer
154 views
How to work with different artists sequentially?
Making games is a hobby for me and I don't always have consistent time to do it. Also, I'm terrible at art, so I plan to hire an artist. However I am concerned that after a job is done, if I want to ...
6
votes
3answers
1k 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 ...
6
votes
4answers
484 views
How to separate production and test assets during development?
this is like a complement for Assets Management, database or versioning system?.
I am wondering about how to separate development, specially programmers assets from production assets?
For example, ...
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 ...
6
votes
1answer
390 views
Building 2D Assets for a Game Targeting Multiple Framerates
To make a real-world example, lets assume I want to build an animated sprite for an explosion. The duration of the animation should last ~1 second, and we'll say exactly one second to make the math a ...
6
votes
2answers
798 views
How do I load chunks of data from an assest manager during a loading screen?
I'm developing an Android game. Basically I want to pre-load all graphics/sounds when the app is first loaded. But I also would like to show a progress bar as this is happening. Here is a snippet ...
6
votes
1answer
406 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, ...
6
votes
1answer
666 views
How can I embed music in my XNA .exe?
I'm trying to embed music in my XNA game's .exe (with resources) but compiling them as a sound effect stores the music in uncompressed form, which results in a 16 MB .exe.
I can compress my music ...
6
votes
1answer
343 views
Set the name of an animation in collada to be used by AssImp
I am using the collada file format to contain my model and animation but when I use AssImp to load the file the name will be empty for the animation. Where is the name for animation set on the collada ...
6
votes
3answers
1k views
Blender assets management and workflow for Unity project
I'm trying to decide how to manage my 3D assets, and even how I should construct a world for my game.
I should maybe explain, my game is basically a single explorable world set in a school. It's ...
5
votes
2answers
6k views
Where can I find free motion capture footage? [closed]
Are there any repositories of free motion capture footage? Or maybe just libraries of animations.
5
votes
4answers
2k views
How to become a Game Artist?
If I understand correctly, there are two major kinds of artists involved in game development - 2D and 3D.
I think I somewhat understand, that if I want to go 3D, I should learn some 3D modeling ...
5
votes
2answers
370 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 ...
5
votes
3answers
3k views
Where should I go looking for low-polygon 3D assets? [closed]
The biggest problem for me as a game programmer (who isn't also an artist) is getting good quality 3D models. I have checked out some of the 3D model market places like The 3D Studio and Top 3D Models ...
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,...
5
votes
1answer
1k views
Explicit resource loading in Ogre (Mogre)
I am just starting to learn Mogre and what I would like to do is to be able to load resources 'explicitly' (i.e. I just provide an absolute path instead of using a resource group tied to a directory).
...
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?
4
votes
1answer
734 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 ...
4
votes
1answer
833 views
“Industry Standard” JSON formats for game assets [closed]
This question is inspired by my venture into the Phaser game engine but seems to apply to any engine that uses JSON for its asset format.
Phaser relies on PhysicsEditor to export and create the JSON ...
4
votes
2answers
257 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 ...
4
votes
1answer
568 views
Do I have to credit the author of a free asset from the asset store?
Am sure that some people have been asked this question, and my researches yields a no, but I want to know from here. Do I have to credit the owner of a free asset that I used for my project from the ...
4
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#...
4
votes
4answers
5k views
Unity 5 Standard Assets for Linux / Ubuntu
Unity recently has released Unity3D Editor for Linux machines. But in its website there is no support for Linux / Ubuntu. As of Unity 5 standard game assets have been removed from the editor itself ...
4
votes
2answers
9k views
How to use particle editor for libgdx?
In the libgdx wiki, this particle editor is recommended. And this blog was helpful. But the problem is that I am not sure yet how to use it for my game. Let's say I want to have a fire-effect in my ...
4
votes
3answers
10k views
Daz3D for creating game assets
Are the Daz products viable for 2D/3D game asset creation or are they geared more towards creating art? I am thinking of the products: Daz Studio 3D, Bryce and Carrara.
If you have used any of ...
4
votes
1answer
523 views
Stored Textures in C++ Projects
I have executed the following command in order to store a texture (PNG) file in a C++ header file: xxd -i Texture.png Texture.h.
How would I go about loading this ...
4
votes
1answer
14k views
Unpacking UE4 .pak's?
Is there any way to properly unpack/repack resources of UDK-based games (.pak files)? .
From what I've tried already, gildor.org's viewer seems to skip/ignore these .pak's (also, UDK, which is UE3 ...
4
votes
2answers
721 views
music for an arcade game?
I'm thinking about music for my brick breaker game, but I don't know how to choose any.
If I'd make a loop from a few seconds, I think it would get annoying very quickly. I also found some longer ...
4
votes
2answers
1k 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 ...
4
votes
1answer
166 views
MonoGame creates a copy of song files in XNBs location
I'm having a problem. I've been adding .wma files to the Content Pipeline app to be used as my game's background music. But today when I opened the ...
4
votes
1answer
155 views
Need help with making a journal system
My game uses a system similar to Metroid Prime's logbook, in that it logs things the player encounters and discovers on their journey, categorizing it, etc.
I want to write out all of the possible ...
4
votes
0answers
70 views
Reuse assets across different rendering pipelines
What is the best way to handle same project with two rendering pipelines that share 99% of the Assets?
We have one really big project for which we've decided to try and use both the URP and HDRP ...
3
votes
5answers
3k 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 ...
3
votes
3answers
5k views
How does game asset file encryption work?
How does file encryption in game assets work, for example the unreal engine has a .assest extension, or I also see a .dta ...
3
votes
4answers
986 views
Help streaming resources (maps, sounds, music, etc) from many files for contiguous world
So I'm creating a game and I would like to know how to perform resource streaming (rather than loading the whole file into the buffer) for things such as my maps, sounds, music, etc. I'm using C++ and ...
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?
3
votes
2answers
2k 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 ...
3
votes
3answers
1k views
What's the best place to showcase my pixel art?
I recently started learning spriting/pixel art to help propel my game development endeavors and I've gotten to the point where I'd like to start sharing it for comments, critiques and other feedback.
...
3
votes
1answer
68 views
Stretching limited graphic assets in a loot based game
I’m creating a game with a fairly simple gameplay. The battle will be similar to rock, paper, scissors but with stat components where your choice combined with your stats determines the winner. It ...
3
votes
2answers
21k views
Unity 5 missing Standard Assets
I have Unity 5 and when I make a new project, there are no assets that are usually there (Character Controller, Terrain, etc.). How do I fix that?
3
votes
2answers
319 views
Software/Hardware options for game music
I have some friends who want to make the music for a game I'm developing. We have no idea where to start. I've seen software like Reason (way too expensive at $450). I've also seen stuff like ...
3
votes
3answers
2k views
Reducing APK File Size by using JPG instead of PNG for game background images
I've just finished my (openGL ES 2.0 Android) game and it's almost ready for Alpha-testing.
When I export the application to an APK File, the file is taking up 16MB and I would like to reduce this as ...
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 ...
3
votes
3answers
176 views
Loading resources in a portable manner
I've been looking at ways to load data into a game. I even asked a question on stack overflow about reading binary data in a portable manner . The gist of the answer seemed to be that you can use ...