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|Session Name:||Deep Dive into Data-Oriented Design for a Cross-platform UGC Game Engine (Yahaha): Stateful, Assets, Synchronization, Performance (Presented by YAHAHA Studios)|
|Speaker(s):||Zhongfu Gao, He Li|
|Company Name(s):||YAHAHA Studios, YAHAHA Studios|
|Track / Format:||Design|
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|Overview:||This talk demonstrates the challenges we faced during the development of Yahaha Studio, and explains why we chose to use the Data Oriented Design pattern.nnBy using DoD, the platform could have a high degree of control over game data and game logic. This would allow the platform to perform the underlying network synchronization and developers would have to worry less about it. The platform could use this to optimize performance at runtime by, for example, dynamically adjusting the AOI strategy and network synchronization interval, etc. The design has other benefits as well, such as easy tracking of game data and being able to update the platform with good backward compatibility.|