Plug-in–based Asset Compiler Architecture
From the beginning of the game creation process to the end, developers have two things to worry about: code and data (game art and other type of assets). In the past, data was formatted specifically for the one platform the game was about to run on. Now we have to format the same data for many different platforms. In order to satisfy this new requirement, we need access to source assets that can be compiled into a variety of targets. We also have more work to do, since special care has to be taken for each format.
However, there are ways to reduce the pain involved in this more ...