Game Development Reference
In-Depth Information
It is also worth considering the fact that a defective tool may generate corrupted
data that can pollute the caches. In these cases, any derived files need to be purged
and replaced by recompiled assets. Cleaning operations are frequent, not only due
to errors, but also as a maintenance operation. Removing the files compiled with
a given version of a tool, uploaded from a certain client, or not referenced for a
period of time are common duties in any system.
1.8 Conclusions
In this chapter, we have presented a series of approaches that can improve the
chances of setting up an asset build pipeline that is both ecient and resilient to
failure. These directions will prove useful for both new and existing frameworks.
As initially stated, these are a set of guidelines and checkpoints that can an-
ticipate common pitfalls and design issues, the reader may be faced with when
implementing a complex systems like this.
The never-ending search for the perfect AAA game will eventually challenge
each of these ideas. However, we think this chapter offers some insight into different
alternatives that build engineers can use to keep their systems up and running and
enjoy a satisfied user base.
Bibliography
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[Electric Cloud, Inc. 11] Electric Cloud, Inc. “Electric Cloud Home.” Available at
http://www.electric-cloud.com/ , 2011.
[Knight 11] Steven Knight. “SCons: A Software Construction Tool.” Available at
http://www.scons.org/ , 2011.
[Nagy10]ThomasNagy.“Waf:TheFlexibleBuildSystem.”Availabkleat http:
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[Pande lab Stanford University 11] Pande lab Stanford University.
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ing@Home.”Availableat http://folding.stanford.edu/ , 2011.
[SunMicrosystems11]SunMicrosystems.“GridEngine.”Availableat http://
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[Tridgell 11] Andrew Tridgell. “CCache: A Fast Compile Cache.” Available at
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