this post was submitted on 24 Jun 2023
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All libgdx related:
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.