Ready At Dawn Engine Gains Perforce SCM

Published on Tuesday, 16 February 2010

Ready At Dawn Studios has named Perforce as a software technology partner for the Ready
At Dawn Engine, the company's upcoming console game development platform.

Click to enlarge  

    

                               

 

The studio will integrate Ready At Dawn Engine's asset management system with Perforce's SCM to complement t proprietary code-base plus its integrations with 3D content editing, audio and user interface systems from industry providers, supporting the potential for a single ready-to-use game development platform.

Ready At Dawn says that their engine is able to take advantage of the scalability, fast SCM operations and versioning of an entire game project, both code and data, all in one place for intuitive branch and merge capability, and art related asset management functionality is integrated into the platform's toolset.
 
The Ready At Dawn Engine is a game development platform designed for video game consoles. It is comprised of a flexible data-driven tool pipeline and an optimized console engine able to scale up from handheld platforms to high-end consoles. It ships with integrated sound design, user interface and movie playback.

The tool pipeline and editing environment is the same for all supported consoles.  The user chooses the console to output data for, and can produce separate assets for different consoles to optimise each asset specifically. A support system is in place, and written documentation, video tutorials and sample code are provided. Unit testing provides self-documentation for the source code.

 Users have complete access to the source code of the tools pipeline and engine. Updates are distributed via the Perforce server, which contains both a stable and an unstable branch of the source tree. The engine links to external console libraries provided as part of the development kits for each console. Libraries and tools from platform partners is integrated and automatically provided as part of the code distribution.
 
The asset management system is integrated into the editing system and supported by the SCM system to allow versioning of game projects, code, design and art. Editing tools also permit tracking of asset usage and references inside each game level. Ready at Dawn does not use a proprietary editing environment, but provides access to industry 3D editing, which the company says speeds ramp up times for new users. The data-driven environment can be extended or modified, and automatically shows changes or additions to editable parameters.

Ready At Dawn explains that they aim to provide a task-driven and data-driven game engine because scripting languages are too error prone for non-programmers to use, or when using existing graphical representations which do not scale up for real life projects. They prefer to supply modules which can be combined inside the editing environment by game designers and easily extended/modified by programmers to automatically generate new functionality inside the editor. http://engine.readyatdawn.com