Xoreax XGE Joins Epic's Unreal Engine IPP For Faster Build Times
Author: William Usher
published: 2011-03-31 14:35:00
One thing that seems to have hampered developers in producing high quality titles during this generation are bugs. I’m not talking about the kind that sneak out from under the desk carrying week old, stale Doritos with them…I’m talking about the gameplay inhibiting, product crashing bugs.
Finding bugs requires a lot of feedback and a lot of testing, which means developers have to build a version of the game for test purposes and then make the appropriate changes based on the tester feedback. To make the process of building, testing, playing and fixing a much simpler and quicker process for both indie and big studios alike, Xoreax and Epic have joined forces by adding the XGE Grid Computing Solution to the Unreal Engine Integrated Partnership Program.
Uri Mishol, chief executive officer of Xoreax commented in the press release, saying…
"When taking into account the large number of UE3 licensees across the globe, this approach literally saves man-years - not just days or hours - over the course of a project, simply by implementing XGE directly in the engine," … "We're really excited to see how much time UE3 licensees will realize using our grid computing solution."Same here Mishol. I’m really excited to see how the quality will improve now that XGE is available to help streamline the building of assets for testing, bug finding and fixing. Theoretically, this should mean that newer UE games should have more resources and time available for testing and fixing, which should mean that games built on the Unreal Engine could potentially have higher quality features with fewer bugs and glitches…theoretically.
Anyway, a case study is available detailing Epic’s experience with IncrediBuild over at the official Xoreax website. To learn more about the Unreal Engine or the Unreal Development Kit, be sure to visit the Official Website.
Back to top