MTuner
By Paul Haile

Table of content

Potential topics for today

  • Tools and processes for working with remote teams / offsite users.
  • Managing very large source assets and local disk management.
  • Build distribution / transmission.
  • Diffing art assets.
  • Merging art/binary assets.
  • Python 2 vs Python 3.
  • Asset pipeline tracking.
  • Triage / Issue routing / Requests and improvement gathering.
  • Legacy tool handoff and bringup.
  • Tools for unsolved problems.

Remote teams and offsite users

  • Perforce edge and replica servers at offsite locations work well.
  • Local cache layer, with periodic, automated updates.
  • Communication with those remote teams?
    • Some are leveraging Jira to maintain status between studios.
    • Slack and similar rich chat apps are helping on this front more recently
      • Typically chat has a lower bar than giant org-wide email lists, so people reach out more often for quick questions.

Managing very large source assets

  • Overnight builds pre-packed for QA
    • Selective sync based on what has changed vs. the nightly pre-packaged build installed locally.
  • File system drivers
    • Don’t actually sync the data/contents of the file until required by the build system.
    • Keep necessary metadata of all files locally, for dependency checking.
  • Various methods of on-demand file syncing seems to be a common thread.
  • Git-LFS - anyone using this?
    • Some difficulties with this reported. Tech is possibly too young?
    • Some reports of their data was too large, even for LFS.
      • Solution for this case was a tool which maintained cross-branch locks in Perforce to prevent merging / conflict case of large source files.
  • Use creative perforce stream specs to mask out files people don’t need.

Large build transmission

  • Signiant tool used to mirror builds out overnight as they are produced. Several days builds are posted there so in the event of dead builds, QA can roll back easily.
  • Sending just diffs against previous full builds seems to be a workable solution for some. Weekly builds with daily diff patches, lowers the friction.

Art assert diffing/merging

  • Shotgun pros and cons
    • Some have spent some time to integrate perforce and shotgun using custom python tools and perforce triggers.
  • Merging/diffing binary or obscure file formats
    • If you control the tool and data, consider adding capability for the tool itself to present the diffs in the same style as the editor uses. For example: Node graph editor.
    • Create intermediate formats which are mergable, XML, JSON, etc.
  • Binary formats which include the schema/structure within it… “Universal binary format”
  • Spending time pulling out as much data as possible into sidecar files which are mergable / diffable
  • Super fine grained data files to try and avoid the problem altogether. Results in tons and tons of files/assets, but contention at that point is almost non existent.
  • Some are doing in-editor level merging - 2 version of the level data can be loaded simultaneously and compared.

Python 2 vs 3

  • Most of the new features in Python 3 are being backported into Python 2
  • Python 2 currently has more library support.
  • Maya is on Python 2 - causing a little bit of lock-in there.
  • Some universal libraries being made which can be loaded by Python 2 or 3 scripts.

Asset pipeline tracking

  • Dependency databases as a separate central database to track references.
    • Requires special tools to handle file renames/moves.
  • Mapping files to universal IDs / Guids as a way to automatically track renames/moves and fix them up as necessary.

Legacy tool hand-off issues

  • Make sure to connect anything that will need to be maintained to continuous build / integration systems.
  • High level functional documentation also valuable in the case where you have to pick up the pieces on some dead tool/code.
    • Include who it was made for, why, what problem it was solving, and how it is used.