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A plug-in-based asset compiling solution for game development where each plug-in handles a data file format and outputs an optimized form for a specific hardware/software platform.
From the beginning of the game creation process to the end, development revolves around two main subjects: code and data (game art and other type of assets). In the past, data was formatted specifically for the one platform the game was about to run on. Now we have to format the same data for many different platforms. In order to satisfy this new requirement, we need access to source assets that can be compiled into a variety of targets. More work has to be done, since special care has to be taken for each format.
However, there are ways to reduce the pain involved in this more complex pipeline. To make this process as streamlined as possible, a plug-in-based asset compiler that can load converter plug-ins for the...
References
[DLL] Wikipedia. “Dynamic Link Library.” http://en.wikipedia.org/wiki/Dynamic-link_library
[Dynlink] Wikipedia. “Dynamic Linker.” http://en.wikipedia.org/wiki/Dynamic_linker
[Multithreading] “Multithreading.” http://en.wikipedia.org/wiki/Multithreading_(computer_architecture)
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© 2016 Springer International Publishing Switzerland
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Nedelcu, N. (2016). Plug-in-Based Asset Compiler Architecture. In: Lee, N. (eds) Encyclopedia of Computer Graphics and Games. Springer, Cham. https://doi.org/10.1007/978-3-319-08234-9_3-1
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DOI: https://doi.org/10.1007/978-3-319-08234-9_3-1
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Publisher Name: Springer, Cham
Online ISBN: 978-3-319-08234-9
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