this post was submitted on 24 Jun 2023
13 points (100.0% liked)
GameDev
2777 readers
1 users here now
A community about game development.
Rules:
- Adhere to the general lemmy.blahaj.zone rules (#1 being no homophobia, transphobia, racism or other exclusionary content)
- Self-promotion is fine as long as it's not spammy - share your progress, insights, techniques and mishaps! If you recently posted, update the previous post instead of filling the frontpage with your project
- Hide NSFW/NSFL content behind a clear warning, for example: [NSFW Nudity]
More rules might follow if they become necessary; general rule is don't be a pain in the butt. Have fun! ♥
founded 2 years ago
MODERATORS
you are viewing a single comment's thread
view the rest of the comments
view the rest of the comments
as a libgdx user myself,
I'm fairly certain if you use the asset manager, you get textures and other assets passed by reference by default. I think this kind of kicked by butt at first with particles, since I needed to thenso something with particle effect pools, instead of just loading them as a particle effect in the asset manager to begin with.
While I understand what an atlas is, I'm not sure how large of an atlas I should use or try to get away with. At the moment I usually put every different 'object' as it's own sprite sheet.