Game Development - FrankNine/franknine.github.io GitHub Wiki
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UI
- Re:Dive 制作事例 ~UIを高速かつ高品質に作るためのプロトタイプ開発のススメ!
Pipeline
- Build systems a la carte: theory and practice
- 大規模ゲーム開発における build 高速化と安定化
- Making Tools for Big Games
- 兼任でもコンバートから通しプレイまで自動化。Jenkinsを中心に構築した『Xenoblade3(ゼノブレイド3)』の自動化の取り組み
- Remi Quenin
- The Asset Build System of 'Far Cry 5'
- Engine(Runtime) as Service
- Engine(Backend) Expose API 跟 Tool(Frontend) RPC
- C++ Engine RPC C# Tool
- Engine only use binary fromat from Build System
- Independent Modular Tools
- Asset Build System
- Build System
- 將 Source asset 轉化為 Runtime 最佳化 Asset
Binary,沒有多餘資訊
- Fast load, platform specific
Best possible result for Runtime
- Build:Set of build Actions
Has dependnecy, produce output
Graph of build action,Dependency 要先完成
- Dependency
- Parallelization
- Incrementity
- Dependency Family
- Compile dependency
- Static
- Dynamic 需要 Discover
- Runtime dependency
- Discover on Build, only required to run
- Asset Ref
- Builder 是獨立 Process
- Run non-thread safe code
- Run not-trusted code
- Input (Cache Key)
- Node (file) name
- Version of processor
- Settings of processor
- CRC of source file content
- Output
- Package
- Runtime dependency list
- Fast Iteration for Far Cry 4 - Optimizing Key Parts of the Dunia Pipeline
- Compilation Time
- FASTBuild
- Parallelization
- 只有 Linked library 對接有 Dependency
- 避免太多 Process (超過 CPU Core) 相互 Trashing context
- Caching
- 消滅重複 Build Object file 的浪費
- Blobbing
- 將
.cpp
合併起來 Build 比單獨 Build 更快
- Distribution
- Link Dependencies (Handled by FASTBuild,如果沒有改變 API)
- Batching Build 多平台
- Edit & Continue 被放棄,改用 DLL Hot Reload
- Incremental Linking 實驗中
- Nightly Build (Data Build)
- Profiling (Understanding)
- Multi-process (Process isolation) Multi-machine profiling
- Remote Profiling (Instrument all sub-process)
- Resource Caching (全團隊分享)
- Nightly Build 每天 Flush Cahce 一次作為標準
- Editor JIT access Built binary
- Package System
- RTPAL
- Steam Pipe
- Differential Uploads
- Sliced ISO
- 有自己檔案格式知識能做到更好
- 解方
- 切割大檔案
- Hash
- 製造 Manifest
- 比對 Manifest,Relink Package
- Package 越小 Cache 歷史可以越大
- Stream package part in demand
- RedHat Gluster
- Local Change
- Patching workflow
- Detect changes
- Packaging changes
- Apply changes
- All input = Compile Dep.
- Commit precheck 有 10 ~ 15 min Build to 驗證時間
- 大竹 悠人
Marketing
入門
Burnout
引擎
Timestep
Roundtable
War story