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Joined: 12/19/2011(UTC) Posts: 529
Thanks: 10 times Was thanked: 16 time(s) in 15 post(s)
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Hi @all I know that the content system will take some time until it's ready but I still have a question. Will the content system be able to reflect folders? For example, the base folder is always "Content". In previous releases of delta (0.9.5 and earlier), all content was downloaded into this folder and all files are stored there without any structure. I'm the kind of delevoper who wants to organize his content, even on the client side so I could find it useful if I can create folders in content manager and the structure gets mirrored on client side so my content is always organized.
I hope my question is understandable and currently also answerable :)
Greetings internetfreak |
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Joined: 12/19/2011(UTC) Posts: 529
Thanks: 10 times Was thanked: 16 time(s) in 15 post(s)
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Did you forgot me? Will the content system also be able to load local content like we can do it now (because we have no content system yet). |
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Medals:  Joined: 8/20/2011(UTC) Posts: 1,421 Location: Hannover
Thanks: 18 times Was thanked: 97 time(s) in 92 post(s)
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Originally Posted by: internetfreak  Hi @all I know that the content system will take some time until it's ready but I still have a question. Will the content system be able to reflect folders? For example, the base folder is always "Content". In previous releases of delta (0.9.5 and earlier), all content was downloaded into this folder and all files are stored there without any structure. I'm the kind of delevoper who wants to organize his content, even on the client side so I could find it useful if I can create folders in content manager and the structure gets mirrored on client side so my content is always organized.
I hope my question is understandable and currently also answerable :)
Greetings internetfreak Hi Internetfreak. I have not forgotten to answer this, it was on my list and the list just grew too much in the past days. Currently (v0.9.7.1) the Content always has to be in the Content folder, but starting with v0.9.7.2 you can use whatever folder you like. This is demonstrated in the Blocks sample game, which uses this feature for the game mods. Later with the ContentManager more structure will be enforced so caching can work properly, it will probably stay similar to the v0.9.5 system.
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Joined: 12/19/2011(UTC) Posts: 529
Thanks: 10 times Was thanked: 16 time(s) in 15 post(s)
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Ok thanks for the answer. well, for me it's ok, jf the content system requires a specific structure as long as I can simply load content regardless if it comes from a local storage (for example for user content depending on the project) or from the server (for my own content) I have a project in mind which needs the advantage of loading content manually without server (like in xna days) so please add this possibility if somehow possible. |
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Medals:  Joined: 8/20/2011(UTC) Posts: 1,421 Location: Hannover
Thanks: 18 times Was thanked: 97 time(s) in 92 post(s)
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Not sure what you mean by that. You can do that right now, just load content locally. Even if we would remove that functionality (and we won't) you could revert back to a version that does it this way.
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Joined: 12/19/2011(UTC) Posts: 529
Thanks: 10 times Was thanked: 16 time(s) in 15 post(s)
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I don't want to revert to an old version. I want to stay up2date ;) The old DE only could load content which came from content server or maybe also local loading, didn't test it earlier. The problem was afaik that we had to put the entries in the content xml where alle necessary parameters from the content server were contained. If it could be as simple as it is now, it would be ok, I only want to say "load file x" and ready, like for xna. |
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Medals:  Joined: 8/20/2011(UTC) Posts: 1,421 Location: Hannover
Thanks: 18 times Was thanked: 97 time(s) in 92 post(s)
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Actually we currently have quite a lot of discussions like "Xna does it this way", "but in Unity3D each object behaves this way" and I think it is mostly just not compatible with a new clean design and some things have to change. It makes no sense to just do it the Xna way just because Xna does it, there must be good reason behind it. I for example have worked with XNA several years and I never liked the way to load or handle content there. I understand the advantages, but after running into the same trouble when having to convert and compile content for another platform for the 50th time it is not funny anymore.
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Joined: 12/19/2011(UTC) Posts: 529
Thanks: 10 times Was thanked: 16 time(s) in 15 post(s)
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I don't really wnat it like the xna way, it's fine as long as it works regardless of the implementation. my main point it that I want to load content which doesn't have to come from the server, for example for an editor where the user could use his own sprites and textures. That's the point why I'm asking and we can now try to find a solution :) |
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