-
Notifications
You must be signed in to change notification settings - Fork 70
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
[ENHANCEMENT] Mods having their own Libraries #79
Comments
From what I see, the ability to preload all the assets in a given library is the primary reason to even separate assets into libraries in the first place. What exactly would a custom asset library look like? How would a mod declare an asset library, and how would the host application know when to preload its assets? |
Maybe something like |
I think that all files/ folders that inside the mods folder and the mods folder is in manifest, I don't think you should have a problem imo (Or I'm not understanding the suggestion?) |
@Cheemsandfriends I think the issue is that the exact behavior of asset libraries in Lime and OpenFL isn't well documented and the exact use case that DotWith wants this feature for isn't fully clear. @DotWith What are you looking to achieve that Polymod can't currently do? |
@mastereric Oh, So he wants like a project.xml modifier to have the same syntaxis as the lime projects and that it replaces? Isn't that like changing the executable or something like that? |
Add a folder in my mod. Example week8. |
Being able to maintain customized separate asset libraries is really convenient, since it allows you to precisely control how assets are loaded and organized. However, defining them in XML doesn't seem appropriate since the only thing we're doing is defining a target path for the library. Thus, I think the best way of implementing this feature is by adding an additional json file, like {
// Define additional asset libraries here.
"assetLibraries": [
{
"name": "week7",
"path": "./weeks/week7"
},
]
} With this, a mod file at the path |
Mod(s) Libraries would be hard to make due to manifests. Unless you were able to make it automatic, or making the
assetLibraryPaths
editable in runtime.The text was updated successfully, but these errors were encountered: