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Does anyone else see the similarity between designing Redis keys and game art asset filenames?

Being able to mine as much metadata from a file name and path is a plus. As is having a logical naming convention that can be queried from the string programmatically. Not to mention fast lookup and asset name generation merely from string concatenation...

This is a good problem to have, mfcecilia! You are on the path to making great games. Its stuff like this that gives you the confidence to say my solution is just as good as anyone else's and I am just going to do it and learn from my mistakes. Time pressure is actually your best ally. If you want your game to be playable by the end of the decade you will solve this challenge and level up to the next big one. Such as figuring out how to organize your assets in a single compressible pak that is laid out to support fast and efficient patching via binary diffs!

Good luck! And if you are still stuck check out the Unity and Unreal engine docs and forums for further tips on pipeline production. And of course, post a link when you build a playable alpha ;)




> Does anyone else see the similarity between designing Redis keys and game art asset filenames?

I always thought Redis keys use filesystem-like names just for ease of use. Pretty sure you can name them whatever you want though, using colons or dots as separators if you don't want to use slashes. But yeah, I do see your point. Think it's just the most straightforward way to name something honestly.




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