--- title: "LÖVE Project Structure" date: 2019-05-22T12:19:55-07:00 weight: 15 --- Structuring your project is a crucial component of keeping your Encompass development sane. Let's review how an Encompass project is typically structured. If we look at the Encompass/FNA starter project, it looks like this: (screenshot goes here)) (describe top-level FNA entry point) (Describe FNA Game setup here)) The rest of it is pretty straightforward. Put your sprites and sound effects and such in the **Content** folder. Define your components in the **Components** folder, your engines in the **Engines** folder, your messages in the **Messages** folder, and your renderers in the **Renderers** folder. (Again, we'll start getting into exactly how to define these in a minute.) Finally, a quick note about **Helpers**. I like to use classes with static methods for common behaviors that will be useful for many different engines, for example a `Color` class with a `hsv_to_rgb` conversion function. Be careful not to abuse helpers. If your helpers aren't static, that is usually a sign that the behavior belongs in an engine.