Speakers: Luis Villegas, Sean Shypula from Bungie
Distributed client/server system
Advantages
Main processes on the farm
Bungie Farm
Achieved During Halo 3
What our system has done
End User experience
Interfaces (Build)
Random message on Bungie slides: non facete nobis calcitrare vestrum
Designer - Kicking off lightmap jobs from their tools
Architecture
Information Flow
Binary Build site
Debugging improvement
Lightmap Farm
Cubemap Farm
All slides are available on bungie.net
Implementation Details
.NET XML Serialization
Memory Management
Plug-ins
SQL Messaging
Future Development
Implementing a Distributed Farm
Q: How do you take advantage of multiproc machines? A: Farm code is multithreaded
Q: How many people oversee farm? A: It's me, takes a significant portion of my time
Final - Bungie would not have been able to ship Halo 3 at the same quality level with out the farm in place. Studio iteration time and efficiency are key.