as a libgdx user myself,
not referencing textures, but initializing every time
I’m fairly certain if you use the asset manager, you get textures and other assets passed by reference by default. I think this kind of kicked by butt at first with particles, since I needed to thenso something with particle effect pools, instead of just loading them as a particle effect in the asset manager to begin with.
not working with an atlas for assets
While I understand what an atlas is, I’m not sure how large of an atlas I should use or try to get away with. At the moment I usually put every different ‘object’ as it’s own sprite sheet.
This is something I ask frequently. Who’s buying 2 or 3 year old used cars? If the previous owner didn’t like them after 2 years why will you?
The 10 year old used cars for $3000 total is where it’s at.