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FarSight Studios is dedicated
to staying on the cutting edge of of interactive entertainment development,
as such we are a licensed developer for the Nintendo Wii home entertainment
system along with the Sony Playstation 2, Sony PSP, Microsoft Xbox,
Nintendo GameCube
and the Nintendo DS.
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We've been doing console development since 1988 and have additional experience
on nearly every platform existant in that period: Sony Playstation, Nintendo
Entertainment System, Super Nintendo Entertainment System, GameBoy, Sega
Genesis, Sega Saturn, Sega 32x, and Sega DreamCast. We've developed what we
believe to be the best cross-platform architecture in the industry. |
This
architecture accomplishes the often conflicting goals of exploiting the
advantages of each platform while allowing our team
members to generate content
only once which runs seamlessly on all supported platforms.
We empower our team
members through a toolset which allows everyone to build resources and run our
games in their own office on any platform, without the intervention of an
engineer. That means there's a test station for every console we are developing on in
every office. We've also developed custom cross-platform
resource technology which helps us manage the 50,000+ resource files that
comprise our typical next-generation game. We start with a robust SCM (Software
Configuration Management) system, which we use to track and selectively
distribute every resource associated with each game: source code, art files,
sound data, scripts, builds, and even documentation.
Every team member also has
access to Rez, our custom resource compiler and graphical browser. Rez can
build any resource on any platform of any of our games quickly and easily. At
the heart of Rez is a powerful scriptable resource compiler which can take a
single platform-independant input file and compile it automatically into
multiple platform-specific resources that can be used directly with our game
engine on each platform. Rez includes a smart linker that improves build speed
by allowing individual resources to be rebuilt without affecting others.
Rez can also generate "patch" resource files
which contain only those resources that have changed between builds. This
allows us to post frequent and immediate builds for our publishers, since the
patches are usually small enough to download over FTP instead of requiring that
a full build be burned and sent through a delivery service. Our resource engine
has a platform-specific runtime component which we've created on each platform
(often in hand-optimized assembly language). The resource manager runs
independently of the file system on each platform, and allows us complete
flexibility in how we arrange our resources on the DVD. The manager groups
resources together by usage to eliminate seeks, minimize load times, and
optimize memory. It also transparently handles compression and decompression of
resources, and includes a memory management component with full support for
overrun detection, leak checking, and fragmentation analysis.
We believe that our cross-platform technology maximizes the productivity of
each team member and provides superior value to our publishers and superior
quality to the people who play our games.
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