this post was submitted on 24 Jun 2023
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For me, I recently had to revamp something because I was taught to use PlayerPrefs for saving all game data and had to move everything to a JSON in order to make cloud saves work or even just transfering save files to other devices.

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[–] [email protected] 1 points 1 year ago

I'd say abstract, but only abstract as needed. It's easy to get deep in the weeds future proofing, but spending all your time on interfaces is a surefire way to burn out.

[–] [email protected] 0 points 1 year ago (1 children)

All libgdx related:

  • not working with the asset manager
  • not working with an atlas for assets
  • not referencing textures, but initializing every time
[–] [email protected] 1 points 1 year ago* (last edited 1 year ago)

as a libgdx user myself,

not referencing textures, but initializing every time

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.

not working with an atlas for assets

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.