Collaborative and multi-site GameEngine Development
Engine development happens at the central New York studio.
Each time the engine team publishes a new upgrade or major release, the different game teams will pull the changes from the central server to their team servers. They will then integrate the engine changes in the games they’re developing.
Engine development typically follows a shared development model, so teams will make changes to the engine to make improvements to their game or fix issues. They’ll be able to push back the changes to the ‘engine team’ so that they benefit the rest of teams.
Distributed development using replica: no need for permanent connection between game teams and the ‘engine central server’. Each team will have its own server, so access is local for each of them. View more
Partial replica: game teams don’t need to replicate the entire ‘engine repo’, they’ll just need to get the ‘main branch’ (release branch). They’ll still be able to push back. View more
Optimized network performance: for data transfer through high latency networks.
Branching and merging: to structure the development process. View more
Distributed concurrent development: even when changes were made in the same branch on two different sites, Plastic is able to merge them back. View more
All network data transfer can be secured through SSL – Plastic implements native SSL support.