Asset ManagementΒΆ
Protogame uses the concept of assets to distinguish between logic / code and data / assets. Unlike other engines, assets are intended to be used to define not only low-level data such as textures, but also types of things in your game, such as different types or enemies.
Examples of assets common to all Protogame games are:
- Textures
- Sounds
- 3D models
- Effects (shaders)
- AI logic
- Ogmo Editor levels
Examples of custom assets that you might define for your game are:
- Enemy types
- Spells
- Weapons