Game Developers Conference shows innovation in software
March 29, 2013 —
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As fun as they are, videogames are still just software at their core. And that's why this year's Game Developers Conference in San Francisco was not just a place to play around. Enterprise-focused companies like ARM, Basho, Couchbase and Intel were all on-hand to discuss their software with the developers who make videogames for a living.
While attendees learned about the PlayStation 4 and the latest mobile graphics processors, software development companies were also making the rounds. Francisco Monteverde, CEO of Codice Software, was touring the show to demonstrate Plastic SCM, the distributed version-control system his company created.
Montverde said that Git has shown developers the usefulness of a distributed development model, but some of the classic Git problems are still causing woes. One of those problems is the 2GB limit on repository sizes, a major issue for game developers who also like to store their art assets in company software repositories.
Plastic SCM, said Monteverde, is not limited to a 2GB repository size, making it a compelling alternative to Git for game developers. And another problem for many Git users is the platform’s confusing new take on merging. He said that Plastic SCM offers a simple and fast graphical tool for performing merges, and for viewing the timeline of changes and merges in a project.
That's not to say that Plastic SCM doesn't work with Git. As GDC opened on March 25, Codice announced a new tool that allows this SCM system to integrate with Git repositories.
Also at GDC were a handful of mobile application analytics and management platforms. From Swrve to Fuse Powered to Flurry, mobile application management was a hot new topic for developers. This is unsurprising, as games in mobile app stores are extremely competitive. These mobile analytics solutions allowed developers to control and monitor their already-deployed mobile applications, as well as to track user retention and monetization.