Assets in the BGE

i am wondering what is the smartest method for creating a game in blender game engine concerning the assets and models is it best to model in the game engine and work as you go or to model everything separately and import them back into the game engine or does this not make any difference whatsoever ???

Sadly there isn’t much documentation on good asset management.

Assuming you’re working with a team - my favorite is to put re-usable assets in separate files, assign a group to each, then use the blend library addon to link instances to your game level(s).
https://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Import-Export/Blend_Library

Another great tool is Asset Sketcher, but it’s got a $30 USD price tag.

For small solo projects, the general procedure is to quickly throw things together in the same file. Later you get confused and scrap the project because “Cylinder.058” has no meaning.

Hope this helps!

The BGE does not allow to create anything. Blender does that for you.

The nice thing is that you can start the BGE from within Blender. You can either start embedded (<p>) or as standalone (separate process) or export and run as standalone too. These are different ways with different workflow with different effort.

The first two options allow to run whatever you have present already. The last option forces you to perform the complete distribution process (but without upload).

All options allow you to spread your assets over several files. This comes in handy when you have a large set of assets or you want to provide partial updates. Small asset files are nice on version control too as each commit is reduced to small changes.

Blender and the BGE support data linking (from other blend files), external resources (e.g. texture, sound files).

Best practices for static Assets.

Use a texture atlas, make sure it’s nice before you ever start building

other artists call these ‘trims’

use the atlas textures and uv unwrapping / placement to re-use the same textures 1000’s of times in different ways.

Look up ‘Splat maps’

by using a atlas you reduce the footprint of the textures and only call the same texture over and over again.

This can later enable things like static draw call batching (not implemented anywhere yet*) - material bucketing - (implemented in upbge)
and instancing of geometry(implemented in upbge)

after you have many ‘Tile pieces’ made of low poly geometry, ensure you have a nice LOD setup ,

then link these Tile pieces to a ‘map construction .blend’

inside the blend, place instances of group objects to make a level.

Try and use a system like a cube grid, or a hex grid when designing the tiles to make your life easier later*

here is a example of what using 1 small texture efficiently can do.

[video]http://www.torfrick.com/info/lab.html[/video]

thanks for the valuable advice all things i was looking for !!