~/talk

Mistakes With Data Made During Game Development

Talkat ACCU 2025 · 2025-04-01..04-04· [game-development, data-engineering]
links:none on file
slides:none on file

Game data breaks because formats lack explicit versioning, version control stores built assets, dependencies live only as string literals, and large mixed files create edit bottlenecks. Practical fixes: include a top-level file version plus per-field versions; use Perforce or similar for source only and keep generated assets in an external cache; record explicit dependency lists inside binaries or stable sidecar metadata; split editable components into separate files; eliminate nondeterminism by clearing padding/initialized memory before serializing and sorting arrays or assigning load indices so diffs and caches remain stable.

AI-written summary · about

  1. 0:00Data handling mistakes
  2. 0:27Missing version numbers
  3. 2:53Version control for assets
  4. 5:26Implicit dependencies risks
  5. 8:35Manually edited file lists
  6. 9:38Single file storage
  7. 11:24Nondeterministic files
  8. 16:04Summary
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