How to manage game content for different builds
Posted: Fri Jan 24, 2014 10:24 am
Hello community,
I have a rather general question regarding "state-of-the-art" ways to manage game content.
At the moment I'm maintaining the same game assets folders for different build configurations (e.g. Debug x86, Release x86, Debug x64, Release x64),
so apart from wasting space on my version control system I also have to keep track of added assets and make sure I don't forget to add them also
to the other builds.
I don't want to simply put my assets into a central folder and change the working-directory or whatever poject-setting is needed in order to find my assets, furthermore
I'm looking for a solution that provides all the benefits I have at the moment, like not having to copy files somewhere when compiling/rebuilding my project.
How do you tackle this problem?
In C#, what I'd propably do would be making a project dedicated to only manage game content (like XNA does it), and reference it from all my different build configurations.
However, as my problem is more that Irrlicht needs the majority of the resources, I'm at C++ again.
Any tips and help is highly appreciated.
cheers
I have a rather general question regarding "state-of-the-art" ways to manage game content.
At the moment I'm maintaining the same game assets folders for different build configurations (e.g. Debug x86, Release x86, Debug x64, Release x64),
so apart from wasting space on my version control system I also have to keep track of added assets and make sure I don't forget to add them also
to the other builds.
I don't want to simply put my assets into a central folder and change the working-directory or whatever poject-setting is needed in order to find my assets, furthermore
I'm looking for a solution that provides all the benefits I have at the moment, like not having to copy files somewhere when compiling/rebuilding my project.
How do you tackle this problem?
In C#, what I'd propably do would be making a project dedicated to only manage game content (like XNA does it), and reference it from all my different build configurations.
However, as my problem is more that Irrlicht needs the majority of the resources, I'm at C++ again.
Any tips and help is highly appreciated.
cheers