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ionForge Makes Evolution Improvements

Responding to feedback from game developers at the Game Developers Conference in San Francisco, California, ionForge’s Evolution Development Team has made significant cha...

Simon Carless, Blogger

March 24, 2005

1 Min Read

Responding to feedback from game developers at the Game Developers Conference in San Francisco, California, ionForge’s Evolution Development Team has made significant changes to its asset management and source control solution. A central theme at the recent Game Developers Conference in San Francisco was the lack of scalability and robust performance – particularly using TCP/IP – from competing solutions. Consistent with their commitment to provide game developers with industry leading asset management and source control solutions, the Evolution Development Team went back to the drawing board and, according to the company, was able to increase performance by 25%. Nick Ni, CTO of ionForge commented: "Increasingly the game development industry is moving towards larger file sizes, and remote game development. These factors underscore the importance of having a robust asset management and source control solution. We’ve always received high praises for the Evolution’s pace – but felt that we could do even better." The company's team weblog has more information on updates to the product.

About the Author(s)

Simon Carless

Blogger

Simon Carless is the founder of the GameDiscoverCo agency and creator of the popular GameDiscoverCo game discoverability newsletter. He consults with a number of PC/console publishers and developers, and was previously most known for his role helping to shape the Independent Games Festival and Game Developers Conference for many years.

He is also an investor and advisor to UK indie game publisher No More Robots (Descenders, Hypnospace Outlaw), a previous publisher and editor-in-chief at both Gamasutra and Game Developer magazine, and sits on the board of the Video Game History Foundation.

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