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	<title>Comments on: Best Practices for Managing Drag in Game Development</title>
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	<link>http://parveenkaler.com/2008/02/01/best-practices-for-managing-drag-in-game-development/</link>
	<description>CEO / Founder &#124; Smartful Studios Inc.</description>
	<pubDate>Wed, 07 Jan 2009 04:15:00 +0000</pubDate>
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		<title>By: Parveen</title>
		<link>http://parveenkaler.com/2008/02/01/best-practices-for-managing-drag-in-game-development/comment-page-1/#comment-6586</link>
		<dc:creator>Parveen</dc:creator>
		<pubDate>Mon, 04 Feb 2008 20:13:51 +0000</pubDate>
		<guid isPermaLink="false">http://parveenkaler.com/2008/02/01/best-practices-for-managing-drag-in-game-development/#comment-6586</guid>
		<description>Note that read speed is variable on DVDs.  It is constant for Blu-Ray.  Which is one of the huge advantages of Blu-Ray.  There are stricter guarantees as to when data will arrive.

Yes, there is a plan for where data must go.  If data needs to be streamed in the middle of a game (eg. music) then it is usually put on the outer edge.

There should be predefined API interfaces for the lowest layers.  I just haven't seen any game really do it well.  A middleware engine (such as Unreal or Gamebryo) will have a fairly strict API interface.

Frankly, the lowest layer should have been written years ago and open sourced.  It is all fairly brain dead code that everyone rewrites.  Alas, game developers can't even decide if they want to multiply matrices on the right hand side or the left hand side.</description>
		<content:encoded><![CDATA[<p>Note that read speed is variable on DVDs.  It is constant for Blu-Ray.  Which is one of the huge advantages of Blu-Ray.  There are stricter guarantees as to when data will arrive.</p>
<p>Yes, there is a plan for where data must go.  If data needs to be streamed in the middle of a game (eg. music) then it is usually put on the outer edge.</p>
<p>There should be predefined API interfaces for the lowest layers.  I just haven&#8217;t seen any game really do it well.  A middleware engine (such as Unreal or Gamebryo) will have a fairly strict API interface.</p>
<p>Frankly, the lowest layer should have been written years ago and open sourced.  It is all fairly brain dead code that everyone rewrites.  Alas, game developers can&#8217;t even decide if they want to multiply matrices on the right hand side or the left hand side.</p>
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		<title>By: sm</title>
		<link>http://parveenkaler.com/2008/02/01/best-practices-for-managing-drag-in-game-development/comment-page-1/#comment-6585</link>
		<dc:creator>sm</dc:creator>
		<pubDate>Mon, 04 Feb 2008 18:36:52 +0000</pubDate>
		<guid isPermaLink="false">http://parveenkaler.com/2008/02/01/best-practices-for-managing-drag-in-game-development/#comment-6585</guid>
		<description>So do you guys actually plan out where data should go on the DVD?  ie:  put the most loaded code on the outter edge so it loads faster each time?

Are there usually predefined api interfaces between the 3 code layers, or do you guys have to define them from scratch everytime you start writing a game?</description>
		<content:encoded><![CDATA[<p>So do you guys actually plan out where data should go on the DVD?  ie:  put the most loaded code on the outter edge so it loads faster each time?</p>
<p>Are there usually predefined api interfaces between the 3 code layers, or do you guys have to define them from scratch everytime you start writing a game?</p>
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