Replies: 2 comments 1 reply
-
Cloud storage and loading from there is also a solution though... The game I cited uses file storage instead. |
Beta Was this translation helpful? Give feedback.
0 replies
-
So what do you suggest to do? And can you make proof-of-concept as a bevy crate? Pretty sure that this can be configured by user with providing custom assetio, an in an example here. |
Beta Was this translation helpful? Give feedback.
1 reply
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
-
Heavy games with a large number of assets (that doesn't make sense to store in the RAM) often store these asset files in the app's installation directory and load them on demand. One example is Phantasy Star Online 2, which is present at Steam and Microsoft Store, weighting over 90GB. These asset files are typically read-only in the API, but writeable by the store (Steam and Microsoft Store for example).
The problem of
std::fs
is that it's not "aware" of the actual app's installation path. It varies per platform and also based on the app's id (e.g.com.ea.n4s
). In Android, the installation path looks like/data/com.ea.n4s/_installation
.For Android, to obtain this installation path you typically use the app's context and call
getFilesDir
.Valorant and other Epic Games games are other examples of this not using a cloud solution
Beta Was this translation helpful? Give feedback.
All reactions