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Clearly our tag system is a powerful resource management system for development builds. It is also a great system for optimizing content for our shipping build.
One powerful aspect of our tag system is the complete separation between resource access and resource storage at runtime. Accessing tag data must be done through the tag system; it can provide that data through any arbitrary mechanism: caching the data in memory, generating it at runtime, streaming it over the network, etc. As such, we can completely change the underlying implementation of the tag system without affecting any other game system that relies on the tag system. The fact that our editing build runs from multiple single files is an implementation detail; it is not a necessary component of the tag system itself.
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