Live Update
Live
update is more than just icing on the cake because it speeds up the final step
in the iteration process. It helps asset integration and lets the user perform final
tweaks to the assets in the game application at run time. After integration,
the final tweaks can be an interactive and iterative process itself and having
live update speeds that up.
One
solution for Live Update is using the local network. If data is reasonable size,
then it is sent directly to the game application memory.
Data mapped directly to
the content asset attributes will reflect the update automatically. However, an
update trigger can allow the game application to perform any conversions or
resource updates to safely update the attributes.
If data is large, then it may
be stored on disk and the live update trigger will inform the game application
to load the modified data from disk. This is relatively slower, but it will do
the job faster than having the user manually trigger an update on the game side.
Fig 5 shows how identical data structure is sent to the game application for
update.

Fig. 5
An
update performed on the tool side should update the target application. This
will require a live connection. Or if the connection is fast then a connection
can be opened when data is transferred and then closed. This way there won't be
an order to launching the tool and target application.
Conclusion
Tools are one of the most important components
for production efficiency. Good tools allow faster iterations, which helps
achieve better quality in game design and content. A tool's user interface
plays a big part in friendly and efficient usability.
Ultimately, real time
visual feedback gets the fastest turnaround time in game content production and
provides leaps in freedom to create quality assets.
Implementation of such
tools requires a methodological approach that may take longer than usual.
However, its architecture and user interface design principles will be
invaluable to the production teams for current and future projects.
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Title photo by fdecomite, used under Creative Commons license.
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thanks, this can only help our development cause.
I have written some editors...the main problem is about how to update data easily and make user easy to control.
I hope we can see more articles about this aspect。
As games become more complex, with millions of assets, it becomes very important to be able to batch process these assets with minimal user interaction.
I'm a tools developer and I've been developing an open source 3D production solution (SDK, exporters, importers, scriptable interfaces, applications and plugins) that allows tools developers to create tools with this flexibility. This project is called SceneEngine.
http://www.sceneengine.org
But I'm curious; what do most people use for UI prototypes these days? I've had good times with C#, and I think Flex (and Adobe Air) is great if it fits into your workflow (i.e. flash anything). Anyone else have a favorite, or is there already a standard Max-like kit that everyone uses?