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Table of Contents
*Create* / *Share* / *Experience*
I'm often asked what the purpose and features of Peragro are; therefore I'll try to describe the reasons why Peragro came to be.
Preparing content for a game release takes a lot of man hours by the entire team, coders have to make an exporter for the game format that is usable by the artists, meaning lots of graphical interface, descriptive options for engine features. Artist have to load each file to make sure all settings are correct, export, bundle the export and then upload it somewhere where all exports live and then rinse and repeat for every asset. A content manager (if there is even some one like that on your team ) would then check if all assets have been exported and he has the the latest version of all and stick all of that in an even bigger bundle to give back to the coders to create an install file for the game. Now imagine just after release you noticed a small stretching of a texture, you'd have to go through this whole process again!
A project like PT has a lot of contributors, but unfortunately people come and go, so model projects sometimes get abandoned, then new people come along having no clue about the abandoned projects, so they start something new, and now you're stuck with two unfinished models. Hence the need to visualize the content of our repository. Tie this in with a task system and hopefully people no longer have to ask what to do, they can see for themselves!
The core principle of Peragro is to make a centralized 'asset server':
- To stimulate collaboration between artists, by the means of tasks e.g. a texture artist can pick up where a modeller left of.
- To take the job of exporting out of the artist's hand by entirely automating it.
- Allow to tag assets and make collections to easily manage assets.
- Share an art repository between projects to reuse common assets, tag or group assets to be more settings or project specific.
- Deliver and accept its content in the format requested/provided by the user as to support multiple tools so assets can be freely distributed between artist and each can use their program of choice.
- Deliver its content in the format requested by the engine, projects might use CS, Ogre or 2D, etc representations of assets.
IRC: irc.freenode.net #peragro