ABSTRACT

One additional point that was taken out from the list above is stability and data safety. This should not be a “consideration,” but rather a strict requirement. An editor that crashes in the middle of work is not considered a valid piece of software. Next, we go into detail about the available options for implementing a tuning infrastructure in a game engine. The options are categorized into four main sections: The Tuning Tool, Data Exchange, Schema and Exposure, and Data Storage. A choice from each section can be made and then mixed and matched with choices from the other sections to finally form the definition of the tuning system that would best serve the team’s needs. The list of considerations above should be kept in mind when reading through the following sections in order to help make the right decisions.