Aseprite has a texture packing export option for sprite sheets built in! There's a lot of options for exporting different json metadata too. You just need to put all your art in one file on different layers and animation frames.
That's interesting. I'm not sure if managing all game's graphic in single .aseprite file would be convenient after some time. But that's helpful knowledge. Thanks :)
@@undermountain_dev yeah yours is definitely way more flexible and all kinds of cool features. Still some of the aseprite export options might be helpful for you at the beginning of your process. And most of it works with cli. Like I'm using the trim frames options since my characters have hundreds of frames of all different sizes.
Hey! I read the same article, and eventually decided to use the guillotine algorithm, cause it was relatively simple. Also why not use instancing instead of batching?
Yeah, maybe in future I'll improve my approach too, but right now - anything that works. About instancing - that's from my understanding how SDL works, maybe there are ways to easily costumize it and improve performance, but I'm quite certain it won't be neccessary for my game.
In general, is a packed texture referenced by ‘indices’ in the code, such as (xtop, xbottom, ytop, ybottom) for a game character? Also, was texture packing the reason why Minecraft’s earlier versions stored all textures in a single file?
1. Kind of like that. I my code I've list of sprites. Sprite have 3 different properties: reference to texture atlas, indices (xtop etc.) - I call this 'clip', and pivot 2. I don't know details about minecraft, but most likely it's true. Also it's simplest solution if there's not that much graphic content in the game. Just load single texture and that's all what's needed.
Aseprite has a texture packing export option for sprite sheets built in! There's a lot of options for exporting different json metadata too. You just need to put all your art in one file on different layers and animation frames.
That's interesting. I'm not sure if managing all game's graphic in single .aseprite file would be convenient after some time. But that's helpful knowledge. Thanks :)
@@undermountain_dev yeah yours is definitely way more flexible and all kinds of cool features. Still some of the aseprite export options might be helpful for you at the beginning of your process. And most of it works with cli. Like I'm using the trim frames options since my characters have hundreds of frames of all different sizes.
Hey! I read the same article, and eventually decided to use the guillotine algorithm, cause it was relatively simple.
Also why not use instancing instead of batching?
Yeah, maybe in future I'll improve my approach too, but right now - anything that works. About instancing - that's from my understanding how SDL works, maybe there are ways to easily costumize it and improve performance, but I'm quite certain it won't be neccessary for my game.
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In general, is a packed texture referenced by ‘indices’ in the code, such as (xtop, xbottom, ytop, ybottom) for a game character? Also, was texture packing the reason why Minecraft’s earlier versions stored all textures in a single file?
1. Kind of like that. I my code I've list of sprites. Sprite have 3 different properties: reference to texture atlas, indices (xtop etc.) - I call this 'clip', and pivot
2. I don't know details about minecraft, but most likely it's true. Also it's simplest solution if there's not that much graphic content in the game. Just load single texture and that's all what's needed.