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Session Name:

Cutting the Pipe: Achieving Sub-Second Iteration Times


Short iteration times both improve the quality of content and reduce the time it takes to produce it. When creators can see immediately what their content looks like on the target hardware they can quickly fix problems, add flair or play with different design ideas.

This session will show how we designed the content pipe for Hamilton's Great Adventure and the BitSquid Tech to achieve sub-second iteration times (from a change is made, until it can be seen in-game, on the target hardware) without compromising on the runtime performance. The talk will present a number of ideas and techniques that the attendants can apply to their own pipelines to improve compile times and achieve a more dynamic and iterative workflow.

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  • GDC 2012
  • Niklas Frykholm
  • BitSquid AB
  • free content
  • Programming
  • Programming