I am getting ready to head down to E3 in LA tomorrow. From all of the noise, it seems that the E3 of old is back, with the lights, noise, and spectacle. From the industry’s point of view, E3 is a way to get the main stream media’s attention. I have seen interviews and announcements all over the place from newspapers to radio. Add in the parties and it should be as crazy as ever.
This year is different for me, since I have meetings about my studio. Normally, I am there representing EA or Sony, so I am approaching things from the publisher or platform side, instead of as a developer. As it is, I have meetings every day, all day, which will make for a great E3!
I am incredibly excited to launch my studio today. I am the co-studio head for Zoë Mode San Francisco! We are hard at work on a number of games and I am extremely honored to be working with such a great group of people.
Interview at GamesIndustry.biz
In most modern games, asynchronous file loading is a standard requirement. This is especially true for open world games or games which never want to show a loading screen. On the surface, it seems like an easy thing to do: spawn a new thread and load files on request. However, there are a few complications which get in the way.
One of the most obvious issues is knowing when the file has actually been loaded. In an asynch environment, you issue a request, and some time later, the request is fulfilled. Most systems return a handle which the game can check periodically to see if the data has been read. This is fairly easy to implement, works well in a multithreaded environment, and is pretty easy to debug. Other alternatives are to use a callback mechanism or put the calling thread to sleep until the data is loaded. The sleep option is usually done in custom scripting languages, instead of trying to do it in C++.
A standard approach is to compress the data at build time and decompress at run time. If you are reading from DVD Continue Reading »