Assets
Formats, loading and progress, art made in code, size and memory budgets.
- Formats: glTF and GLB (Draco or Meshopt meshes, KTX2 textures inside), PNG and WebP, Opus and MP3, Tiled and LDtk maps, JSON, WebAssembly, WGSL.
Preload per scene with
assets.add(name, { type, url })andawait assets.load(...); show progress on the title. - No art files? Take it from the library, or build it. The engine's library has models, sprites, textures, sounds and music
made in code (
Library.model('tree.pine'), thelibrarytopic,search_assets). Procedural geometry (Mesh.*), gradient and pattern textures, noise, and the synthesized sound effects need no files either and load instantly. A well-made flat style fromShape2DandMeshbeats borrowed art. - Keep the first screen under 3 seconds on a phone: the title draws first, with the heavy assets loading behind it. Total under the platform's 100 MB; keep a 3D game under about 500 MB of memory.
- Other games' characters, logos and platform buttons are never fair game; look at the result at 128 px wide.