Initial overview

This commit is contained in:
Alice Cecile 2024-09-05 08:53:45 -04:00
parent a0f5ea0d36
commit 1a9e55fa9b

View file

@ -1,3 +1,19 @@
//! In the context of game development, an "asset" is a piece of multimedia content which must be loaded from disk and displayed in the game.
//! Typically, these are authored by artists and designers (in contrast to code),
//! are relatively large in size, and include everything from textures and models to sounds and music to levels and scripts.
//!
//! This presents two main challenges:
//! - assets take up a lot of memory: simply storing a copy for each instance of an asset in the game would be prohibitively expensive
//! - loading assets from disk is slow, and can cause the game to stutter or freeze if done in the middle of gameplay
//!
//! These problems play into each other: if assets are expensive to store in memory,
//! larger game worlds will need to load them from disk as needed, ideally without a loading screen!
//!
//! Unsurprisingly, the problem of non-blocking asset loading is done using `async`, where background tasks are used to load assets while the game is running.
//! Bevy coordinates these tasks using the [`AssetServer`], storing each loaded asset in a strongly-typed [`Assets<T>`] collection.
//! [`Handle`]s serve as an id-based reference to entries in the [`Assets`] collection, allowing them to be cheaply shared between systems,
//! and providing a way to initialize objects (generally entities) before the required assets are loaded.
// FIXME(3492): remove once docs are ready // FIXME(3492): remove once docs are ready
#![allow(missing_docs)] #![allow(missing_docs)]
#![cfg_attr(docsrs, feature(doc_auto_cfg))] #![cfg_attr(docsrs, feature(doc_auto_cfg))]