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-# compact asset system for the 64k demo
-
-This file describe the features of a compact asset system used in the demo.
-
-The idea is the following:
-
-# run-time asset retrieval:
- All assets are const byte arrays. We need a 'const uint8_t* GetAsset(uint16 asset_id)'
- The asset ID is defined in a 'assets.h' header, generated during the final
- compile by our own assembling tool. assets.h needs to be re-generated
- infrequently.
-
-# assembling the assets:
-
-## description file 'assets.txt'
- All assets are just files in the assets/final/ directory
- This directory needs a assets.txt text file to describe the asset files.
- Each line of the assets.txt file contain, comma-separated:
- * the name of the asset (that will be used by the #define in assets.h),
- * the name of the file associated
- * the compression to use for this asset (default NONE. More options later)
- * and optionally the type of assets.
-
-## example For instance, a line in assets.txt will read:
-
-SAMPLE_142, sample_142.spec, NONE, "this is a drum kick sample"
-
-This instructs the final assembled file assets.h to have a code line:
- #define ASSET_SAMPLE_142 6323
-
-(6323 is just an associated id)
-
-(or an enum instead of #define's)
-
-so that we can call
-```
-#include "asset.h"
-const uint8_t* mysample = GetAsset(ASSET_SAMPLE_142);
-...etc
-```
-
-(if we use enums, GetAssert() signature needs to be changed)
-
-### Lazy decompression
-to save memory some assets can be decompressed 'at retrieval time' but kept
-compressed in memory until then.
-This means that we need a 'void DropAsset(uint16 asset_id, const uint8* asset)'
-method to handle memory disallocation depending on the asset type.
-
-### assembling tool
-
-we need a simple tool that:
- * takes the assets.txt file and parse it
- * generates the assets.h file with asset enums
- * generates the assets_data.cc file with all the data
- * put these in the source tree
- * this process needs a script for automation