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Writing a File Manager for Games?

There are some less glorious tasks required to make a game. No one really wants to write a file manager. This blog is asking for help to define what is needed for an open source platform independent file manager for games.

Orion Granatir, Blogger

March 13, 2009

2 Min Read
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Programming a game is fun.  It’s not every day that you get to work on algorithms for things like zombies, mechs, or aliens.  However, a zombie wouldn’t be very scary if you couldn’t load the mesh, textures, or sounds. 

There are some less glorious tasks required to make a game.  No one really wants to write a file manager.  But a good file manager will allow you to stream better content, load and manage bigger/more files, and generally have a better game. 

I often ask game developers “what do you want?”In other words, I really want to know what technologies game developers are interested in.  More to the point, I am interested in technologies that they wish someone else would helped implement. 

One common answer is “give me a file/memory manager… no one wants to write a file/memory manager.”  I’ll write another blog about the memory manager part ;) I am researching the needs of a good generic file manager for games.

Here is what I think is required:
  - Designed for games
  - Platform independent
  - Multithreaded
  - Open source
  - Support streaming content
  - Support archives 

There are some good articles about file systems on the internet. 
Michael Walter wrote a good article on FlipCode about virtual file systems: http://www.flipcode.com/archives/Programming_a_Virtual_File_System-Part_I.shtml

However, there is little about open source file systems and desired features for a file manager for games. 

I need your help.
What do you want?
Is there a good open/closed source project already in the works?
What features would make a great file system for games? 

Thanks!
Orion
[Senior Software Engineer
Intel -- Visual Computing Software Enabling.]

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About the Author

Orion Granatir

Blogger

Orion Granatir works as a senior software engineer in Intel's Visual Computing Software Development team, a fancy name for "Orion works on video games at Intel." Most of his current work focuses on optimizing for the latest Intel technology (SSE/AVX, multithreading, processor graphics, etc). While in this role, Orion has presented at GDC 2008, Gamefest 2008, GDC Online 2008, GDC 2009, GDC 2010, and IDF. Prior to joining Intel, Orion worked on several PlayStation 3 titles as a senior programmer with Insomniac Games, including Resistance: Fall of Man, and Ratchet and Clank Future: Tools of Destruction. In a previous life, Orion worked on digital cockpits in the aviation industry. Orion is a content tourist and generally beats 4 or more video games a month. Orion holds a B.S. in Computer Science from Oregon State University.

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