Onager Toolset

A fast, robust, scalable, and highly configurable Asset Build Pipeline

Goal

Create a fast, robust, scalable, and fully featured asset build pipeline that can be integrated into many game development projects allowing game devs to focus and specialty belongs.


Fast

Fast means different things to different people, and asset build pipelines serve entire dev teams so they have to be fast in a multitude of ways.

Prioritize the changes you are looking at right now while still leveraging downtime to compile changes before you get to them.

Build your data across multiple build machines whether it be a proactive decision via slicing, or something anyone’s machine can do through automatic load distribution to a distribution farm.

Don’t build the same thing twice. Take advantage of a robust dependency tracking system to only build what is needed, and a tiered caching system to not build something that someone has already built including yourself whether it be a whole asset, or a particularly expensive part of one.

Accelerate the overhead of asset compilation via local database queries to make your no-ops as fast as possible.


Robust

Proven and tested technologies in an asset build pipeline built with over 15 years of asset build pipeline engineering experience behind it.

This means no need to “recompile all” in any situation.

Patch reporting so you know exactly what is changing in your build.

A full set of debug tools to understand what state everything is in, and why.


Scalable

Free yourself from the limitations of constantly scanning directories. With database accelerated asset metadata operations and intelligent schema design support millions of assets and still maintain reasonable build and iteration times.

Large teams also mean large number of asset changes. With multi-tiered caching, on-demand asset status resolving, and intelligent project bucketing we can keep local asset compilation to a minimum, and make sure build farms aren’t spending most of their time figuring out what even needs to be compiled.