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"I've seen other packages organized this way. Personally I find the deep folder hierarchy extremely cumbersome. That, and when defining symbols in Flash it is nicer to type "shapes.Box" as the base class rather than "com.sideroller.shapes.Box"."
understood. I think the developers would be happier with it all in one folder structure wise, perhaps even "wck.shapes.Box" and rename your cyrrent wck folder to "Core" or something.
as projects get handed down from one dev to another in a company, it would be unclear that these all came from the same source or that they are used together.
but i do understand that the linkage text area is not friendly with displaying long strings. and its easier to type something shorter than to copy paste something longer.
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On asset loading: If all you are loading is graphics, this is a piece of cake. Just attach the asset as a child to an existing BodyShape. Do you mean graphics & shape data? If that's the case then yes, something will need to be done so the whole framework wont have to be embedded in every asset.
i will start with just assets, but i think i would like to have shapes as part of assets down the road.
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Asset loading only seems necessary for extremely large projects though... I haven't built anything that needs it yet.
I have clients that request external art assets because it improves their work flow, if they want to swap out art, w/o recompiling the game they don't have to contact me.
all in all i don't think there will need to be any big changes to allow for external art.
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Building custom component interfaces may be something worth exploring
i have steered away from components personally. looking forward to seeing how you have yours setup.
ill try to focus on basic documentation first though.