Slant Six Games uses SCons as their data build system for games like SOCOM: Confrontation. SCons is a Python-based build tool that provides fast, correct, and extensible builds. It supports features like dependency tracking and shared caching that help optimize their large data builds. While SCons works well overall, challenges include slow initial dependency scanning for large asset trees and bottlenecks introduced by tools like Maya. Staged building and selective dependency analysis help address these issues.
Maximize Your Production Effort (English)slantsixgames
Efficient Content Authoring Tools and Pipeline for Inter-Studio Asset Development
With the complexity of today's video games and their associated tight timelines, it is paramount for video game studios to have a highly efficient content authoring process and production workflow. With a trend towards outsourced development of game assets, there are additional considerations that are important for achieving optimal workflow between studios that are co-developing or sharing assets. This lecture gives valuable insight into how to create new content authoring tools and data transformation pipelines that promote efficient work flow for both internal and remote production teams. Specific considerations for outsourcing and worldwide development are made along the way.
Albion Online - Software Architecture of an MMO (talk at Quo Vadis 2016, Berlin)David Salz
Albion Online is a cross-platform sandbox MMO RPG game. This talk takes you behind the (technical) scenes. We will take a look at the structure of the server farm and its inner workings, the databases, the threading and message processing model and many other interesting implementation aspects. On the client side, Albion uses the well-known Unity game engine. The second part of the talk will describe how we use Unity (and which features we do not use, which is just as important!)
Bringing Supernatural Thriller, "Oxenfree" to Nintendo SwitchUnity Technologies
In this intermediate session, you'll find out what Night School Studio learned from their plunge into the Nintendo Switch delivering their debut branching-narrative adventure game, "Oxenfree," in just a few months with a single programmer using Unity. The studio's lead engineer, Bryant Cannon, will cover tips and tricks for getting the most out of the Nintendo Switch's innovative design features. He will also guide you on how to prepare for the Nintendo Switch early in the development process and how to avoid common technical speed bumps.
Bryant Cannon - Night School Studio
Maximize Your Production Effort (English)slantsixgames
Efficient Content Authoring Tools and Pipeline for Inter-Studio Asset Development
With the complexity of today's video games and their associated tight timelines, it is paramount for video game studios to have a highly efficient content authoring process and production workflow. With a trend towards outsourced development of game assets, there are additional considerations that are important for achieving optimal workflow between studios that are co-developing or sharing assets. This lecture gives valuable insight into how to create new content authoring tools and data transformation pipelines that promote efficient work flow for both internal and remote production teams. Specific considerations for outsourcing and worldwide development are made along the way.
Albion Online - Software Architecture of an MMO (talk at Quo Vadis 2016, Berlin)David Salz
Albion Online is a cross-platform sandbox MMO RPG game. This talk takes you behind the (technical) scenes. We will take a look at the structure of the server farm and its inner workings, the databases, the threading and message processing model and many other interesting implementation aspects. On the client side, Albion uses the well-known Unity game engine. The second part of the talk will describe how we use Unity (and which features we do not use, which is just as important!)
Bringing Supernatural Thriller, "Oxenfree" to Nintendo SwitchUnity Technologies
In this intermediate session, you'll find out what Night School Studio learned from their plunge into the Nintendo Switch delivering their debut branching-narrative adventure game, "Oxenfree," in just a few months with a single programmer using Unity. The studio's lead engineer, Bryant Cannon, will cover tips and tricks for getting the most out of the Nintendo Switch's innovative design features. He will also guide you on how to prepare for the Nintendo Switch early in the development process and how to avoid common technical speed bumps.
Bryant Cannon - Night School Studio
Umbra Ignite 2015: Graham Wihlidal – Adapting a technology stream to ever-evo...Umbra Software
This talk describes some of the pain points and challenges encountered while transitioning Frostbite from a PS3/X360 centric engine built for one game series to numerous games, genres and the PS4/XO launch.
Graham is a senior rendering engineer on the Frostbite engine team, implementing and supporting technology used in many hit games like Battlefield 4, Dragon Age Inquisition, and Star Wars: Battlefront. Prior to Frostbite, Graham was a senior engineer for BioWare for many years, shipping numerous titles including the Mass Effect and Dragon Age trilogies, and Star Wars: The Old Republic. Graham is also the author of Game Engine Toolset Development, and specializes in low level optimizations, engine architecture, GPU driver implementation, and console development.
Jeremy's talk is about how they reworked the rendering engine architecture to better fit new hardware and new graphics API while keeping it modular and user-friendly.
Jeremy has almost 10 years of experience in video games industry as an engine and graphics programmer, across several french studios. He has worked on various technologies, mainly focused on rendering engine architecture, low-level graphics and consoles programming. Curious of any mix between art and technologies. Addicted to pixels, music, photography….and probably video games.
Refresh what you know about AssetDatabase.Refresh()- Unite Copenhagen 2019Unity Technologies
The AssetDatabase has been rewritten. The more you know about how this API works, the stronger your code will be. This information can guide your decision-making for your own Asset Management strategies. For example, you do not need to reimport assets when you jump between platforms. In this session, you'll gain a deeper understanding of importing modified assets and tracking dependencies to improve your workflow and iteration time significantly.
Speaker: Javier Abud Chavez- Unity
Watch the session on Youtube: https://youtu.be/S2P9n5U9xVw
East Coast DevCon 2014: Programming in UE4 - A Quick Orientation for CodersGerke Max Preussner
Overview of basic concepts and common blockers when programming for Unreal Engine 4. Presented at East Coast Unreal Engine DevCon 2014 in Montreal and Boston.
What's LUM Got To Do with It: Deployment Considerations for Linux User Manage...Novell
LUM it or leave it! Join us in this session to explore the inner workings of Linux User Management. You'll learn about the architecture, configuration and implementation of Linux User Management on Novell Open Enterprise Server and SUSE Linux Enterprise Desktop. We'll also cover placement of LUM objects in a tree, services and tree design to enhance performance for LUM-enabled users, and LUM considerations when upgrading from NetWare to Linux.
Building a World in the Clouds: MMO Architecture on AWS (MBL304) | AWS re:Inv...Amazon Web Services
Can you really build the infrastructure required to bring a massively multiplayer online game (MMO) to life in the cloud? This session discusses the evolution of Red 5 Studios' FireFall—a free-to-play MMO. FireFall runs entirely on the AWS platform and allows players from around the world to play together in the cloud. The session covers some of the design decisions made over the last two years—the things that worked well and not so well. The session also presents some of the solutions Red 5 implemented to ease the transition from dedicated data center hardware to virtual servers in AWS.
This intermediate course will go beyond the basics and look at some unconventional wisdom when it comes to deploying software. Large installers, complex installers, repackaging, and more- we'll take a look at best practices that fit. Learn more: http://dell.to/1GDYpr8
Getting your program integrated into Linux distributions will help to increase its adoption and to ensure that users have it well-integrated into their systems and kept up-to-date easily. Gentoo Linux has more than 13,000 packages, and Donnie will share his extensive experience creating and maintaining Gentoo packages and offer suggestions for improvement.
Technical and philosophical questions that determine how easy or difficult it is for distribution packagers to work with upstream developers will be discussed. Technical issues include the basic metaphor that a package\'s build and installation process is an API to distribution packages -- it should be changed carefully and purposefully, and changes should be well-documented. In addition, Donnie will describe the level of control and system integration desired by packagers. Philosophical issues, including user expectations and licensing requirements, differ between distributions and can cause major conflicts with upstream developers. Finally, Donnie will discuss developments toward the future of distribution packaging so that upstream developers can consider how this fits into the future of their software.
Introductory slides for our live coding demonstration at GDC Europe on August 4th, 2015. We are creating a hover component in Blueprint and converting it to a C++ plug-in. The corresponding Visual Studio project files are available at https://headcrash.industries/vault/presentations/gdc-europe/
Docker containers are other piece of the new Connections architecture that makes it a highly extensible and flexible collaboration platform. Flashing back to IBM Connect 17 in San Francisco, I knew Docker was going to be a topic of high interest as the Docker session was standing room only. Predicated on this I decided to conduct an introduction to Docker session at Social Connections 11.
Chapter 03 of the lecture Style & Design Principles taught at SAE Institute Hamburg.
Drawbacks of inheritance-based game models and introduction to aggregation-based game models.
Developing applications and games in Unity engine - Matej Jariabka, Rudolf Ka...gamifi.cc
gamifi.cc team - Rudolf & Matej presented on local tech/mobile/games conference experience with Unity & game development in general.
We also list some other tools that might help you. First part covers business tips & reasons to use Unity.
Umbra Ignite 2015: Graham Wihlidal – Adapting a technology stream to ever-evo...Umbra Software
This talk describes some of the pain points and challenges encountered while transitioning Frostbite from a PS3/X360 centric engine built for one game series to numerous games, genres and the PS4/XO launch.
Graham is a senior rendering engineer on the Frostbite engine team, implementing and supporting technology used in many hit games like Battlefield 4, Dragon Age Inquisition, and Star Wars: Battlefront. Prior to Frostbite, Graham was a senior engineer for BioWare for many years, shipping numerous titles including the Mass Effect and Dragon Age trilogies, and Star Wars: The Old Republic. Graham is also the author of Game Engine Toolset Development, and specializes in low level optimizations, engine architecture, GPU driver implementation, and console development.
Jeremy's talk is about how they reworked the rendering engine architecture to better fit new hardware and new graphics API while keeping it modular and user-friendly.
Jeremy has almost 10 years of experience in video games industry as an engine and graphics programmer, across several french studios. He has worked on various technologies, mainly focused on rendering engine architecture, low-level graphics and consoles programming. Curious of any mix between art and technologies. Addicted to pixels, music, photography….and probably video games.
Refresh what you know about AssetDatabase.Refresh()- Unite Copenhagen 2019Unity Technologies
The AssetDatabase has been rewritten. The more you know about how this API works, the stronger your code will be. This information can guide your decision-making for your own Asset Management strategies. For example, you do not need to reimport assets when you jump between platforms. In this session, you'll gain a deeper understanding of importing modified assets and tracking dependencies to improve your workflow and iteration time significantly.
Speaker: Javier Abud Chavez- Unity
Watch the session on Youtube: https://youtu.be/S2P9n5U9xVw
East Coast DevCon 2014: Programming in UE4 - A Quick Orientation for CodersGerke Max Preussner
Overview of basic concepts and common blockers when programming for Unreal Engine 4. Presented at East Coast Unreal Engine DevCon 2014 in Montreal and Boston.
What's LUM Got To Do with It: Deployment Considerations for Linux User Manage...Novell
LUM it or leave it! Join us in this session to explore the inner workings of Linux User Management. You'll learn about the architecture, configuration and implementation of Linux User Management on Novell Open Enterprise Server and SUSE Linux Enterprise Desktop. We'll also cover placement of LUM objects in a tree, services and tree design to enhance performance for LUM-enabled users, and LUM considerations when upgrading from NetWare to Linux.
Building a World in the Clouds: MMO Architecture on AWS (MBL304) | AWS re:Inv...Amazon Web Services
Can you really build the infrastructure required to bring a massively multiplayer online game (MMO) to life in the cloud? This session discusses the evolution of Red 5 Studios' FireFall—a free-to-play MMO. FireFall runs entirely on the AWS platform and allows players from around the world to play together in the cloud. The session covers some of the design decisions made over the last two years—the things that worked well and not so well. The session also presents some of the solutions Red 5 implemented to ease the transition from dedicated data center hardware to virtual servers in AWS.
This intermediate course will go beyond the basics and look at some unconventional wisdom when it comes to deploying software. Large installers, complex installers, repackaging, and more- we'll take a look at best practices that fit. Learn more: http://dell.to/1GDYpr8
Getting your program integrated into Linux distributions will help to increase its adoption and to ensure that users have it well-integrated into their systems and kept up-to-date easily. Gentoo Linux has more than 13,000 packages, and Donnie will share his extensive experience creating and maintaining Gentoo packages and offer suggestions for improvement.
Technical and philosophical questions that determine how easy or difficult it is for distribution packagers to work with upstream developers will be discussed. Technical issues include the basic metaphor that a package\'s build and installation process is an API to distribution packages -- it should be changed carefully and purposefully, and changes should be well-documented. In addition, Donnie will describe the level of control and system integration desired by packagers. Philosophical issues, including user expectations and licensing requirements, differ between distributions and can cause major conflicts with upstream developers. Finally, Donnie will discuss developments toward the future of distribution packaging so that upstream developers can consider how this fits into the future of their software.
Introductory slides for our live coding demonstration at GDC Europe on August 4th, 2015. We are creating a hover component in Blueprint and converting it to a C++ plug-in. The corresponding Visual Studio project files are available at https://headcrash.industries/vault/presentations/gdc-europe/
Docker containers are other piece of the new Connections architecture that makes it a highly extensible and flexible collaboration platform. Flashing back to IBM Connect 17 in San Francisco, I knew Docker was going to be a topic of high interest as the Docker session was standing room only. Predicated on this I decided to conduct an introduction to Docker session at Social Connections 11.
Chapter 03 of the lecture Style & Design Principles taught at SAE Institute Hamburg.
Drawbacks of inheritance-based game models and introduction to aggregation-based game models.
Developing applications and games in Unity engine - Matej Jariabka, Rudolf Ka...gamifi.cc
gamifi.cc team - Rudolf & Matej presented on local tech/mobile/games conference experience with Unity & game development in general.
We also list some other tools that might help you. First part covers business tips & reasons to use Unity.
Making A Game Engine Is Easier Than You ThinkGorm Lai
This is a talk I gave at the Develop Conference 2015 in Brighton. It is a an attempt at making a balanced talk on when it makes sense to make your own technology, and what it takes to get you there.
A post mortem about one of the highly anticipated but "launch failed" pojects I did. This is THE talk I was sued about by the publisher as I was too honest.
Gaming in the Cloud: How Gearbox Software Uses Amazon Web Services to Reach M...Jimmy Sieben
Gearbox Software uses cloud technology to power the SHiFT service and communicate directly with millions of fans. This presentation describes some of the things we have done with SHiFT in Borderlands 2 and how we have used the cloud to reach a broad audience.
Igniting the Spark: Building Online Services for Borderlands 2Jimmy Sieben
Gearbox built an online services platform named Spark for Borderlands 2. As this was an entirely new effort for Gearbox, we learned that building a service is quite different from building a game. Along the way, we shipped two beta releases in the original Borderlands to help us succeed. The genesis of Spark, key milestones and challenges in its creation, and post-mortem from launch are discussed. This talk will help others understand why we created Spark and also what it takes to launch an online service.
Metodologías de desarrollo de software en GamingGlobant
Contenido:
Game Development
- Understanding
Game Dev en Globant
-Historia
-Tipos de Proyectos/Clientes
-End to End/Full SKU vs EA Game Modes projects
- Algunos títulos en los que Globant trabajó
Orador: CLAUDIO BASTOS
Technical Director @Globant Gaming Studio
Contact: hello@globant.com
Castle Game Engine and the joy of making and using a custom game engineMichalis Kamburelis
Presentation about Castle Game Engine ( https://castle-engine.io/ ) at GIC 2022 conference. We briefly show Castle Game Engine features then talk about important reasons and things you should take into account if you want to be as crazy as me -- and develop your custom engine :)
AAA 3D GRAPHICS ON THE WEB WITH REACTJS + BABYLONJS + UNITY3D by Denis Radin ...DevClub_lv
Building photorealistic 3D experiences on the Web is a challenge. Making it with React is even harder but once you got there it pays off in many ways. This talk is about Evolution Gaming approach of working with 3D graphics on the Web using ReactJS with the goal to build the most sophisticated and expensive WebGL application ever created.
JS Fest 2019. Денис Радин. AAA 3D графика в Web с ReactJS, BabylonJS и Unity3DJSFestUA
Создать фотореалистичное 3D приложение для Web не просто. Сделать это с React еще сложнее, но окупается с лихвой если вы все таки справились. Этот доклад о том как Evolution Gaming использует WebGL и ReactJS для создания самого сложного и дорогого WebGL приложения из когда либо разработанных.
Maximize Your Production Effort (Chinese)slantsixgames
Efficient Content Authoring Tools and Pipeline for Inter-Studio Asset Development
With the complexity of today's video games and their associated tight timelines, it is paramount for video game studios to have a highly efficient content authoring process and production workflow. With a trend towards outsourced development of game assets, there are additional considerations that are important for achieving optimal workflow between studios that are co-developing or sharing assets. This lecture gives valuable insight into how to create new content authoring tools and data transformation pipelines that promote efficient work flow for both internal and remote production teams. Specific considerations for outsourcing and worldwide development are made along the way.
The Art of the Pitch: WordPress Relationships and SalesLaura Byrne
Clients don’t know what they don’t know. What web solutions are right for them? How does WordPress come into the picture? How do you make sure you understand scope and timeline? What do you do if sometime changes?
All these questions and more will be explored as we talk about matching clients’ needs with what your agency offers without pulling teeth or pulling your hair out. Practical tips, and strategies for successful relationship building that leads to closing the deal.
Neuro-symbolic is not enough, we need neuro-*semantic*Frank van Harmelen
Neuro-symbolic (NeSy) AI is on the rise. However, simply machine learning on just any symbolic structure is not sufficient to really harvest the gains of NeSy. These will only be gained when the symbolic structures have an actual semantics. I give an operational definition of semantics as “predictable inference”.
All of this illustrated with link prediction over knowledge graphs, but the argument is general.
Kubernetes & AI - Beauty and the Beast !?! @KCD Istanbul 2024Tobias Schneck
As AI technology is pushing into IT I was wondering myself, as an “infrastructure container kubernetes guy”, how get this fancy AI technology get managed from an infrastructure operational view? Is it possible to apply our lovely cloud native principals as well? What benefit’s both technologies could bring to each other?
Let me take this questions and provide you a short journey through existing deployment models and use cases for AI software. On practical examples, we discuss what cloud/on-premise strategy we may need for applying it to our own infrastructure to get it to work from an enterprise perspective. I want to give an overview about infrastructure requirements and technologies, what could be beneficial or limiting your AI use cases in an enterprise environment. An interactive Demo will give you some insides, what approaches I got already working for real.
State of ICS and IoT Cyber Threat Landscape Report 2024 previewPrayukth K V
The IoT and OT threat landscape report has been prepared by the Threat Research Team at Sectrio using data from Sectrio, cyber threat intelligence farming facilities spread across over 85 cities around the world. In addition, Sectrio also runs AI-based advanced threat and payload engagement facilities that serve as sinks to attract and engage sophisticated threat actors, and newer malware including new variants and latent threats that are at an earlier stage of development.
The latest edition of the OT/ICS and IoT security Threat Landscape Report 2024 also covers:
State of global ICS asset and network exposure
Sectoral targets and attacks as well as the cost of ransom
Global APT activity, AI usage, actor and tactic profiles, and implications
Rise in volumes of AI-powered cyberattacks
Major cyber events in 2024
Malware and malicious payload trends
Cyberattack types and targets
Vulnerability exploit attempts on CVEs
Attacks on counties – USA
Expansion of bot farms – how, where, and why
In-depth analysis of the cyber threat landscape across North America, South America, Europe, APAC, and the Middle East
Why are attacks on smart factories rising?
Cyber risk predictions
Axis of attacks – Europe
Systemic attacks in the Middle East
Download the full report from here:
https://sectrio.com/resources/ot-threat-landscape-reports/sectrio-releases-ot-ics-and-iot-security-threat-landscape-report-2024/
GDG Cloud Southlake #33: Boule & Rebala: Effective AppSec in SDLC using Deplo...James Anderson
Effective Application Security in Software Delivery lifecycle using Deployment Firewall and DBOM
The modern software delivery process (or the CI/CD process) includes many tools, distributed teams, open-source code, and cloud platforms. Constant focus on speed to release software to market, along with the traditional slow and manual security checks has caused gaps in continuous security as an important piece in the software supply chain. Today organizations feel more susceptible to external and internal cyber threats due to the vast attack surface in their applications supply chain and the lack of end-to-end governance and risk management.
The software team must secure its software delivery process to avoid vulnerability and security breaches. This needs to be achieved with existing tool chains and without extensive rework of the delivery processes. This talk will present strategies and techniques for providing visibility into the true risk of the existing vulnerabilities, preventing the introduction of security issues in the software, resolving vulnerabilities in production environments quickly, and capturing the deployment bill of materials (DBOM).
Speakers:
Bob Boule
Robert Boule is a technology enthusiast with PASSION for technology and making things work along with a knack for helping others understand how things work. He comes with around 20 years of solution engineering experience in application security, software continuous delivery, and SaaS platforms. He is known for his dynamic presentations in CI/CD and application security integrated in software delivery lifecycle.
Gopinath Rebala
Gopinath Rebala is the CTO of OpsMx, where he has overall responsibility for the machine learning and data processing architectures for Secure Software Delivery. Gopi also has a strong connection with our customers, leading design and architecture for strategic implementations. Gopi is a frequent speaker and well-known leader in continuous delivery and integrating security into software delivery.
DevOps and Testing slides at DASA ConnectKari Kakkonen
My and Rik Marselis slides at 30.5.2024 DASA Connect conference. We discuss about what is testing, then what is agile testing and finally what is Testing in DevOps. Finally we had lovely workshop with the participants trying to find out different ways to think about quality and testing in different parts of the DevOps infinity loop.
Smart TV Buyer Insights Survey 2024 by 91mobiles.pdf91mobiles
91mobiles recently conducted a Smart TV Buyer Insights Survey in which we asked over 3,000 respondents about the TV they own, aspects they look at on a new TV, and their TV buying preferences.
Encryption in Microsoft 365 - ExpertsLive Netherlands 2024Albert Hoitingh
In this session I delve into the encryption technology used in Microsoft 365 and Microsoft Purview. Including the concepts of Customer Key and Double Key Encryption.
Key Trends Shaping the Future of Infrastructure.pdfCheryl Hung
Keynote at DIGIT West Expo, Glasgow on 29 May 2024.
Cheryl Hung, ochery.com
Sr Director, Infrastructure Ecosystem, Arm.
The key trends across hardware, cloud and open-source; exploring how these areas are likely to mature and develop over the short and long-term, and then considering how organisations can position themselves to adapt and thrive.
UiPath Test Automation using UiPath Test Suite series, part 4DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 4. In this session, we will cover Test Manager overview along with SAP heatmap.
The UiPath Test Manager overview with SAP heatmap webinar offers a concise yet comprehensive exploration of the role of a Test Manager within SAP environments, coupled with the utilization of heatmaps for effective testing strategies.
Participants will gain insights into the responsibilities, challenges, and best practices associated with test management in SAP projects. Additionally, the webinar delves into the significance of heatmaps as a visual aid for identifying testing priorities, areas of risk, and resource allocation within SAP landscapes. Through this session, attendees can expect to enhance their understanding of test management principles while learning practical approaches to optimize testing processes in SAP environments using heatmap visualization techniques
What will you get from this session?
1. Insights into SAP testing best practices
2. Heatmap utilization for testing
3. Optimization of testing processes
4. Demo
Topics covered:
Execution from the test manager
Orchestrator execution result
Defect reporting
SAP heatmap example with demo
Speaker:
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
Accelerate your Kubernetes clusters with Varnish CachingThijs Feryn
A presentation about the usage and availability of Varnish on Kubernetes. This talk explores the capabilities of Varnish caching and shows how to use the Varnish Helm chart to deploy it to Kubernetes.
This presentation was delivered at K8SUG Singapore. See https://feryn.eu/presentations/accelerate-your-kubernetes-clusters-with-varnish-caching-k8sug-singapore-28-2024 for more details.
Connector Corner: Automate dynamic content and events by pushing a buttonDianaGray10
Here is something new! In our next Connector Corner webinar, we will demonstrate how you can use a single workflow to:
Create a campaign using Mailchimp with merge tags/fields
Send an interactive Slack channel message (using buttons)
Have the message received by managers and peers along with a test email for review
But there’s more:
In a second workflow supporting the same use case, you’ll see:
Your campaign sent to target colleagues for approval
If the “Approve” button is clicked, a Jira/Zendesk ticket is created for the marketing design team
But—if the “Reject” button is pushed, colleagues will be alerted via Slack message
Join us to learn more about this new, human-in-the-loop capability, brought to you by Integration Service connectors.
And...
Speakers:
Akshay Agnihotri, Product Manager
Charlie Greenberg, Host
Securing your Kubernetes cluster_ a step-by-step guide to success !KatiaHIMEUR1
Today, after several years of existence, an extremely active community and an ultra-dynamic ecosystem, Kubernetes has established itself as the de facto standard in container orchestration. Thanks to a wide range of managed services, it has never been so easy to set up a ready-to-use Kubernetes cluster.
However, this ease of use means that the subject of security in Kubernetes is often left for later, or even neglected. This exposes companies to significant risks.
In this talk, I'll show you step-by-step how to secure your Kubernetes cluster for greater peace of mind and reliability.
3. Introduction
Who Are We?
Dean Giberson:
• Started out in 1999 as tool developer for 4 years working on several StarWars titles
• Currently Sr. Tools & Pipeline Engineer at Slant Six Games
• Specialist areas; data build management and pipelines, …
• After a short period teaching and contracting he returned to professional game development working on Sports titles for 3 years
• Credits:
– NBA Live 08 (2007) Xbox 360/PS3
– NBA Live 07 (2006) Xbox 360/PS22/XBox/PC
– NBA Live 06 (2005) PS2/XBox/Gamecube/PC
– Midway Arcade Treasures 2 (2004) Gamecube
– Rogue Squadron 3: Rebel Strike (2003) Gamecube
– Rogue Squadron 2: Rogue Leader (2001) Gamecube
– Battle for Naboo (2000) N64
Paul Martin:
• Started out in the industry 1996 graphics programmer for PlayStation
• Currently a Technical Director and one of the principals of Slant Six games
• Specialist areas are in graphics rendering, special effects and data build pipelines.
• Credits:
– SOCOM: Tactical Strike (2007) PSP, Slant Six Games
– Syphon Filter: Dark Mirror (2006) PSP, Sony Computer Entertainment America, Inc.
– Syphon Filter: The Omega Strain (2004) PS2, SCEA
– Sled Storm (2002) PS2, Electronic Arts, Inc.
– SSX (2000) PS2, Electronic Arts, Inc.
– Need for Speed III: Hot Pursuit (1998) PS1, Electronic Arts, Inc.
– [bunch of unreleased stuff prior to this…]
4. Introduction
Who Are We?
Slant Six Games – Intro:
• Slant Six Games is one of the largest video game
development studios within the Vancouver game
development hub. We were established in February
2005 and specialize in developing games for the
PlayStation 3 and PlayStation Portable.
• We currently have 110 full time staff and occupy
20,000 square feet in our studio located at the mouth
of Granville Island in Vancouver, British Columbia.
5. Introduction
Who Are We?
Slant Six Games – Our Games:
• First project was the creation of the graphics rendering engine for Sony Computer Entertainment
America’s (SCEA) Syphon Filter: Dark Mirror (developed by Sony Bend, Oregon).
• Inaugural title, SOCOM: Tactical Strike, published by SCEA, in October 2007. Was subsequently named
the Best PSP Multiplayer Experience at E3 2007 and in February 2008 it was awarded the Elan Award
for the Best Handheld Game of the Year. To date it has sold over 400,000 copies worldwide. Also in
February 2008 we were awarded the prestigious Elan Award for Best New Video Game Company.
• Just completed development of our largest and most significant project to date, SOCOM: Confrontation,
for the PS3, in late summer of 2008. SOCOM: Confrontation has been in production for just under two
years and was one of the more highly anticipated titles of this fall.
• Currently working on
• Shipping SOCOM: Confrontation in other worldwide regions
• Unannounced PSP title for SCEA which is scheduled for completion in June of 2009
• Expansion packs and other new downloadable content for SOCOM: Confrontation on PS3
• Another unannounced new concept game for PS3
6. Introduction
Who Are You?
• Programmers/Technical Artists/Bunch of other people,
hopefully interested in how to build an efficient data build
pipeline for current/next generation game content
• In the wrong room?
7. Data Build System Requirements
• Fast!
• Correct
• Extensible
• Debuggable
• Asset management integration
8. Our Data Builder System
Features:
• Dependency Tracking
• Shared Build Cache
• Tight integration with Perforce
• Partial Builds (build only: Textures, Collision,
World Descriptors, etc)
Built on top of Scons…
9. SCons
What is it?
• From SCons.org:
SCons is an Open Source software construction tool—that is, a next-generation build tool.
Think of SCons as an improved, cross-platform substitute for the classic Make utility with
integrated functionality similar to autoconf/automake and compiler caches such as ccache.
In short, SCons is an easier, more reliable and faster way to build software.
Where did it come from?
• Also from SCons.org:
SCons began life as the ScCons build tool design which won the Software Carpentry SC
Build competition in August 2000. That design was in turn based on the Cons software
construction utility. This project has been renamed SCons to reflect that it is no longer
directly connected with Software Carpentry (well, that, and to make it slightly easier to
type...).
10. SCons
Why are we using it?
…back to Data Build System Requirements
• Fast!
• Correct
• Extensible
• Debuggable
• Asset management integration
11. SCons
Pros:
• Robust
• Reliable
• Rich Scripting Interface (Python!)
• Shared Data Caching
• Multi-processor support
12. SCons
Cons:
• Phase 1 dependency & job building can be
slow
• Core built on non-trivial Python code
• Can make non-standard extensions to the
system tricky to implement (e.g. dependency
insertion, dependency pruning)
13. SConstruct
What is it?
• Equivalent of a Makefile
• The input file that SCons uses to control the build
• A Python script. With a one main difference
• Definition order of SCons builder functions, does not
dictate execution order
• Execution order of non-builder functions is as expected
• Two-step processing
• Regular Python (non-SCons Builder) functions first
• Then SCons builders invoked as deemed necessary by
the dependency engine
19. Not all roses!
• Staged building (the graph problem)
• Maya
• Large trees have large dependency
graphs
20. Not all roses! Staged building
• You can’t know what Maya files to build
until you have scanned your level files.
• You can’t know what textures to process
until you have scanned your Maya files.
• You don’t know what assets to place into
you ZIP until you have everything else
first.
21. Solution. Staged building
• We manually scanned the level files using
Python XML
• Texture build can still be a problem
• ZIPs get rebuilt if there is any change
• We have alpha level code for staged
building for automatic LOD generation, but
it was not exercised enough before we
changed LOD methods
22. Not all roses! Maya
• We use MBs as our source file format for
3D art.
• You can only have one instance of Maya
running (and keep it reliable).
• Maya can take 30 seconds to launch.
• Bottleneck!
23. Solution. Maya
• Going to use gzip MAs, and write a text
scanner for texture links, or write a simple
MB scanner for textures
• SN-DBS MayaBatch
• Stripping Maya’s default launch scripts can
get ~3 second launches
• Still bottleneck!
24. Not all roses! Big tree
• Building the dependency tree for the whole
game could take 1.5 minutes for all assets
• MD5 sum of many files can be slow
• Artists that only want to change one
texture (a 2 second problem) should not
have to wait on this
• But it works great for build servers
• Balance?
25. Solution. Big tree
• Internally trim the tree for some assets
based on type
• ResourceBuilder tells SCons the sub
portion of the tree the artist is interested in
and we only build that graph
• New versions of SCons have the `--
interactive’ flags to scan the tree once and
let you run multiple commands on it
• Balance
26. Not all roses! Other platforms
• Make XNA Ant Cmake YABS
• All have similar problems
• SCons’ MD5 checking gives best results
so far
• …and Python script, not <gripe> XML
</gripe>
32. Talk to Us!
Paul Martin: paul@slantsixgames.com
Dean Giberson: dgiberson@slantsixgames.com
Slant Six Games
3rd Floor,
1523 West 3rd Avenue,
Vancouver, BC V6J 1J8
http://www.slantsixgames.com