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Explore the Asset Packs to ship all game assets in a more compact way #31
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https://www.youtube.com/watch?v=_k4TaZmSteY
Spec
https://github.com/sparky-game/skap-spec
This can be used for the release version of the game. So, every time that we interact with an asset, we need to do different things whether we are in debug mode or not:
assets/icon.png
,assets/models/7mm.glb
, etc.).assets.skap
), so they are pre-loaded in the way that the game uses them, no need to load them again (i.e. no need to callLoadModel("...")
, just read the bytes from the Asset Pack and store them as aModel
struct).Header
[4 bytes] Signature -> "SKAP" (
char signature[4]
)[1 byte] Format version -> 1 (
u8 fmt_ver
)[8 bytes] Build version -> 202405201829 (
u64 build_ver
)Index
Types of assets:
LoadImage(...)
)LoadTexture(...)
)LoadSound(...)
)LoadMusic(...)
)LoadModel(...)
)Important
The
LoadTexture(...)
function cannot be utilised, since it uploads the data directly to the GPU. We need to use for all image files theLoadImage(...)
function instead.Blob
The rest of binary data contained in a
*.skap
file appart from the Header and the Index.Components
skap
tool (serialization)Asset Pack bundler tool, it ends up creating the
assets.skap
file.sk_assetpack
module (deserialization)Asset Pack loader code, it loads the Header and the Index right away, then it retrieves data from the binary blob when requested.
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