Re: [GD-General] asset & document management
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From: Kent Q. <ken...@co...> - 2003-05-15 13:41:30
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At 01:54 PM 5/15/2003 +0200, you wrote: >What kind of tools do other game developers use? > >I've been a die-hard CVS fan for many, many years now, and two years ago, >added bugzilla to the list of tools I wouldn't want to work without. But I >realize that there are still things I lack. A good bug tracker is indispensable. Has bugzilla gotten any easier to install since last year? I looked at it and ran away in horror. >One thing is document management. A game can create lots and lots of >documents, and just putting them into revision control isn't enough - I >need a way to search for them, I want fulltext search through all of them, >keywords, categories, compare revisions, and more - or at least a >significant subset of those features. I worked on a project that used MS >Sharepoint for this, and while that was okay, it had its own set of >problems (It still became messy after a while, and it didn't work in >non-IE browsers, plus it's not good at storing html documents). Has anyone >had good experience with other such software? Annoyingly, by far the best product of this type I've ever used is Lotus Notes. I say "annoyingly" because it's got a strange design dating back to 1993. But it has the best metaphor for managing sets of related documents I've ever seen, and in modern versions you can use it pretty effectively without having to install the Notes client on everyone's desktop. We have used it for everything from bug tracking to design databases to actual code repositories and code generators for components that had to fit within a special template. But with all that said, we're now moving to custom XML designs for all our document types. We've built the beginnings of a general-purpose XML forms editor tool (there are such things available from people like Altova as well). Having the data in an XML format means that it's pretty easy to build/find tools to transform, catalog, index, and search in the files. But you also want a decent editor to use while working with them. >The other thing I miss is asset management for large binaries - stuff that >we can't or shouldn't put into CVS. I know there's alienbrain, but for >some reason the evaluation didn't leave our artists very happy. It's also >not exactly cheap, IIRC. Do you know anything else, are you using >something that makes you say "wouldn't know how I could live without it"? We did large assets ourselves through a custom system that stored them on a server and kept a database catalog of them. Alienbrain initially looked more like a tool kit than an actual application, but I've heard lately that it's gotten better. I'd also say that artist's opinions on data organization are highly suspect. It's been my experience (and yes, I'm generalizing) that artists have to be dragged kicking and screaming into any kind of structured data organization. They're visual people and tend not to care that much about silly things like textual names. The key is to find a system that lets you find the assets you need with minimal impact on artist productivity. Seems like a lot of people build their own, here. Kent >_______________________________________________ >Gamedevlists-general mailing list >Gam...@li... >https://lists.sourceforge.net/lists/listinfo/gamedevlists-general >Archives: >http://sourceforge.net/mailarchive/forum.php?forum_id=557 Kent Quirk, CTO, CogniToy ken...@co... http://www.cognitoy.com |