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Mat Noguchi GDC 2005 Talk Slide 30

With most of our game assets defined as tags, none of our leaf game systems (e.g., physics, sound, rendering, or AI) manage their respective assets; all resources are handled by the tag system; tags must be accessed through handles, and all tag memory is managed by the tag system. We also enforce a read-only view of tag data for most game systems; the main exception being physics due to how we integrated Havok into our engine. To facilitate this separation of control between the game and the tag system, we only explicitly load two tags: the globals tag and the scenario tag. The scenario tag is the level representation. The globals and scenario tags are available for any game system to access, so for a game system to have access to a particular tag, it must be accessible through the globals tag or the scenario tag.



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