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Rob Galanakis Senior Technical Artist Bioware Austin [email protected] the old republic’s object model pipeline

the old republic’s object model pipeline

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the old republic’s object model pipeline. Rob Galanakis Senior Technical Artist Bioware Austin [email protected]. ovERviEW. exAmPLe piPELiNe. A typical pipeline is thought of as…. exAmPLe piPELiNe. A more accurate pipeline would be…. dEFiNiTion. - PowerPoint PPT Presentation

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Page 1: the old republic’s object model pipeline

Rob GalanakisSenior Technical Artist

Bioware [email protected]

the old republic’sobject model pipeline

Page 2: the old republic’s object model pipeline

ovERviEW

Page 3: the old republic’s object model pipeline

exAmPLe piPELiNeA typical pipeline is thought of as…

Page 4: the old republic’s object model pipeline

exAmPLe piPELiNeA more accurate pipeline would be…

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dEFiNiTion• Pipeline is the data flow from

conception to game implementation (and beyond)

• Greater than sum of parts– Not only art or assets– Not just exporters– Not just tools

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dEFiNiTion

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dEFiNiTion

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wHat is “dATA”?Well, data is what gives an engineer his power. It's an informationfield created by all things. It surrounds them andpenetrates them. It binds the pipeline together.

-Obi Wan Kenobi(well, close enough, anyway)

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exAmPLe piPELiNe

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oMP CoNcEPTSIt isn’t art or content, it is DATA!

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oMP CoNcEPTS• If it is data, you can represent it in

code.• If you can code it, you can make it an

object.• If you can make it an object, it can

handle itself.– The object knows what to do with itself

and the programs just use the object

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oMP CoNcEPTS• 2 main groups of objects• Wrapper Object– The logical layer for manipulating a file’s

contents• Information Object– For Asset Management– Abstracted information describing

content (tags, attributes, file paths, etc.– Inputting the info is up to you

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oop pRiNciPLeS

Encapsulation

Inheritance Polymorphism

OOP

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encapsulation• “Expose only a certain set of

members to client”• Any data can be encapsulated–Wrap binary files with XML– Custom ascii parsers

• All save/load/export logic on class– Applications work with objects, no direct

read/write of data

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encapsulation

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iNHERiTANCe• “Subclass inherits code and behavior

of base class”• Group asset management behaviors– Skeletons and meshes are models• Share ‘ModelFilename’ property, but differ in

implementation

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iNHERiTANCe

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polyMoRPHiSM• “Behavior depends on type”– ‘ContentFilename’ varies between types.– Call ‘ExportModel’ to export the model

according to type, whether static, dynamic, or skeleton model.

– Call ‘ExportXml’ to export metadata, etc.

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examples and Test Cases• Object libraries– Binary Wrappers– Xml Wrappers– Ascii Wrappers

• Practical applications– Content-side– Game-side

• Other tips

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wRAP Binary: siDECAr• Wraps binary formats into C#/Xml• Allows easy access and manipulation

from external tools–Write tools entirely outside of your 3D

app that directly manipulate it– Code complex functionality once, call it

generically

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Tips: siDECAr• Load and apply what’s needed• Plug-ins for non-universal scene info– Keep code portable between projects

• Property dictionaries and Reflection– Serialize loads of random data

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Tips: siDECArScooter.Lame, boring,interchangeable

Sidecar. You want to keep this. So much awesome.

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wRAP xML• Update format, all files write out

correctly– Update your definitions in one place,

don’t reverse-engineer into exporters• Export from many places• Enums provide valid values

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Tips: xML fiLe wRAPPERS• Use XmlSerialization if possible– Use custom ToXml/LoadFromXml if not

• Use .NET’s System.Xml as design for wrapper

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wrap aSCii• Custom Save/Load methods for ascii

files– Inherently less robust than Xml

• Auto-convert to/from binary where supported

• Otherwise the same as Xml wrappers

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Common exporter• Exporters or tools identify file types passed in and

what to do with them (drag and drop exporters accepting any file type)

Game

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gAME oBJECT CoNNECTion

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auDiTiNG coNTENT

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Tip: partition pipelines• Do not try to develop a single

scheme or system• Focus on allowing communication

and interaction between systems– Needs of certain systems (content vs.

game) fundamentally different

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pairing and sharing• Shared data in a database, paired

data in Xml– If you don’t have a DB, get one!– Learn basic SQL and maybe use an ORM

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wrap it up• If you need to read it, wrap it–Why not wrap shaders?– Don’t forget existing object models may

exist (Visual Studio projects)

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interconnectedness

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interconnectedness

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mAGNuM oPuS

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rEFERENCES• www.tech-artists.org– Forums, wiki, blog

• irc.freenode.net–#techart

• msdn.microsoft.com– System.Xml, System.Xml.Serialization, XPath,

System.Linq• Special thanks to advisory board members Steve

T. and Jeff H.

Page 36: the old republic’s object model pipeline

quESTions?