|Under the Hood of Blizzard's Internal Build System
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|Game sizes at Blizzard and other game companies have grown significantly over the years. This has led to a situation where most game build systems are I/O bound, making it difficult to maintain fast build times. This session will present Blizzard's in-house distributed, multi-platform build system, which was designed from the ground up to minimize disk and network IO, and to maximize scalability. Blizzard used this framework to reduce Starcraft II's build time from 6 hours to 30 minutes. This session will cover the technical architecture of the build framework, and present a number of the scheduling algorithms involved.