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Questions tagged [asset-management]

The processes and techniques of tracking and handling assets within code and file system during development and execution of a game.

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0 answers
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I am making an asset loading system for my game engine, which is written in C++, and the idea I had in mind is that for each asset there is a corresponding loader class. Although not entirely the same ...
steamdog's user avatar
1 vote
0 answers
86 views

I'm working on an asset manager for my game engine, and I'm a bit stumped on how to use templates (and potentially inheritance) to reduce some code duplication. An asset requires 4 things: a container,...
Konjointed's user avatar
1 vote
1 answer
1k views

The way I've learned to implement an asset manager is having unordered maps for each asset type (textures, shaders, meshes, etc.), each with a string key and object value and then having methods ...
Konjointed's user avatar
1 vote
0 answers
75 views

For example, in the LocalizationProvider class a Sprite is loaded this way ...
Serg's user avatar
  • 393
0 votes
1 answer
472 views

I'm new to C++ and SDL2 and for the past few days I've been trying to figure out what to do with/how to handle assets for my game. I'm using an asset pack that includes 4 characters and each character ...
Konjointed's user avatar
0 votes
1 answer
197 views

I am creating an achievement system for my game engine. I represent an achievement as a class takes a predicate function to determine if requirement for unlock has been met. ...
Michael Moreno's user avatar
2 votes
2 answers
1k views

Image sprite is created programmatically _image.sprite = Sprite.Create(texture, ...); Should I destroy it before replacing with a new one? P.S. My question comes ...
Serg's user avatar
  • 393
0 votes
2 answers
2k views

I am building a prototype for a 2D tile based game and I have several sprite sheets in separate image files that in want to use for animation as well as game logic attributes associated each sprite ...
Zeno of Elea's user avatar

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