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Feeding the Monster: Advanced Data Packaging for Consoles
Price $5.95
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SKU GDC-06-124
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Description
Feeding the Monster: Advanced Data Packaging for Consoles,
2304

Programming, Lecture

Bruno Champoux
Software Developer, Artificial Mind & Movement

Nicolas Fleury
Software Engineer, Artificial Mind & Movement
This lecture explores game asset generation and loading strategies by proposing a data packaging solution that yields minimal loading times and scales to the increasing amount of content expected from next-generation games. Game assets are defined, stored and loaded as native C++ objects to eliminate parsing or serialization. Addressed issues include CPU overhead, storage media limitations, compression, support for multiple platforms including native graphics and audio assets, automatic data validation, and real-time, network-based asset editing.

The object of this session is to introduce the game asset management and loading solution developed at Artificial Mind and Movement for current- and next-generation consoles. The solution will be presented in the context of an on-demand streaming system that allows for in-game asset editing. Attendees will learn how to apply advanced C++ techniques to build an efficient, self-validating framework for defining, storing and loading game assets as engine-ready, native C++ objects. Multi-platform next-generation console development issues, such as data alignment, endianness, memory mapping, and differences between 32-bit and 64-bit architectures, will be covered.

This session is for engine and tool developers looking for ways to improve their data generation tools and reduce the performance cost of loading game assets. Attendees are expected to be seasoned C++ programmers.

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