Guerrilla's "Making Tools for Big Games" (CEDEC2019 talk) was just posted: https://www.guerrilla-games.com/read/making-tools-for-big-games -- super interesting. The last part on "we just don't use any local files, but rather in-memory keyvalue store on a server" is :mindblown:
And I'm told that Guerrilla is looking for a lead tools programmer! This does sound like exciting work. https://www.guerrilla-games.com/join/lead-tools-programmer/6544693002
@aras awestruck at the idea of this role in the first place
@aras it makes sense to me, but writing tools alongside feature work is always a pain...
@aras hmmmmmmmmmmmmmm
@CapnRat Yes. Do it! :)
@aras done it
@aras Interesting to see "Blessed" as a term they use for a successful build. I've seen that term in use back to 2000.
@aras Read the whole PDF. Yeah the Global Store thing is so awesome.
I so relate to the Twilight Zone of Productivity from my studio days. Make a tiny change to the game, toil for half a day to get it into the build.
@aras @benthroop Even more fun when “the build is broken” for weeks on end and no one can see / test / approve your work. Whoops it’s E3 demo time, gunna have to wait another month or two before we come back to that!
@aras Yeah, with CXL hitting the market and allowing servers to just have a massive amount of RAM on tap, this approach is starting to make more and more sense for ever-bigger workloads.
@aras Not to mention, it's not unusual for large games on steam to be pushing 100GB+ now... and when you combine that with the metaverse boogieman poking his head out of the wardrobe, maybe at some stage in the future, production deployments start to look like this too (although, probably with a caching layer!)
@aras for everyone here, what do you guys think about the in-memory keyvalue store, as appose to the what they were using before. what the benefit and cons.
Im not a game dev, just trying to understand and learn from you all. :)