Game Development Tools

 
 
A K Peters (Verlag)
  • 1. Auflage
  • |
  • erscheint ca. am 17. Mai 2011
 
  • Buch
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  • Softcover
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  • 344 Seiten
978-1-56881-432-2 (ISBN)
 
This book brings the insights of game professionals, DCC creators, hardware vendors, and current researchers together into a collection that focuses on the most underrepresented and critical part of game production: tools development. The first gems-type book dedicated to game tools, this volume focuses on practical, implementable tools for game development professionals. Topics range from asset tracking to improving remote version control performance to robust and efficient IO. Technical artists, as well as game play, audio, and graphics programmers will find new tools to improve work flow and help build games faster.
  • Englisch
  • Natick
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  • USA
Taylor & Francis Inc
  • Für Beruf und Forschung
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  • Game designers/developers.
  • 2 8 -page color inserts placed between signatures one third and 2/3 through the book
  • |
  • 2 8 -page color inserts placed between signatures one third and 2/3 through the book
  • Höhe: 244 mm
  • |
  • Breite: 189 mm
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  • Dicke: 30 mm
  • 938 gr
978-1-56881-432-2 (9781568814322)
1568814321 (1568814321)
weitere Ausgaben werden ermittelt
Marwan Ansari is a software engineer for a Chicago-based games company. He has a B.S. in computer science and mathematics from DePaul University and an M.S. from the University of Illinois at Chicago. He has 15 years of experience in console games development, video drivers and demos, military simulators, and application and tools development. He specializes in 3D computer graphics and has been published in ShaderX^2 and Game Programming Gems 4.
PHILOSOPHY AND METHODOLOGY Taming the Beast: Managing Complexity in Game Build Pipelines, Fernando Navarro Introduction The Asset Build Pipeline Dependencies How to Determine Dependencies How to Use Dependencies to Your Benefit Advanced Techniques Minimizing the Impact of Build Failures Conclusions Bibliography Game Streaming: A Planned Approach, Jeffrey Aydelotte and Amir Ebrahimi Introduction Integrating Streaming from Day One Passive Requests: The Art of Asset Streaming Bluer Skies Conclusion Bibliography Workflow Improvement via Automatic Asset Tracking, Matt Greene and William Smith Introduction Historical Drawbacks of Manual Asset Tracking Automatically Building an Asset Database Using the Xbox 360 Rapid Development of the MATT Tool Using Python Automating In-Game Search with the BugViewer Lessons Learned Continuous Integration for Games, Steven Ramirez Introduction Build Pipelines: How Do They Work? Using CCNet and More! Conclusion Bibliography Persistence Management of Asset Metadata and Tags, Jaewon Jung Introduction Usual Metadata Tags Other Considerations Conclusion Bibliography Real-Time Tool Communication, Alan Kimball Introduction Integrated Editors Real-Time Communication Properties Robust Data Null Checking Copying Data Complicated Assets Conclusion Robust File I/O, Alan Kimball Introduction Existing Technologies Object Databases Disk Image Conclusions BUILDABLE TOOLS Real-Time Constructive Solid Geometry, Sander van Rossen and Matthew Baranowski Introduction The CSG Algorithm Mesh Optimization Conclusions Bibliography A COLLADA Toolbox, Remi Arnaud Introduction Conformance Test Schema Validation Editing a COLLADA Document Coherency Test Patching XML Notepad Unique ID, Name versus ID XPath Absolute versus Relative Paths Refinery XSLT Conclusion Bibliography Shape-Preserving Terrain Decimation and Associated Tools, David Eberly Introduction The Decimation Algorithm Processing the Lofted Roads Variations in the Content Pipeline An Example Bibliography In-Game Audio Debugging Tools, Simon Franco Introduction Tools to Debug Sound Systems Conclusion Pragmatic XML Use in Tools, Amir Ebrahimi Introduction XML Specification Parsing XML Enter Stage: XML Serialization Minimaxima: A Case Study Conclusion Bibliography Low Coupling Command System, Gustavo A. Carrazoni Introduction The Most Basic Command Low Coupling Improvements to the Command System Bibliography Object-Oriented Data, Alan Kimball Introduction Data Inheritance Constants Conclusion Improving Remote Perforce Usage, Mike O'Connor Introduction Remote Reality Productive by Proxy Here Comes a New Challenger A Parallel Approach Putting It All Together Conclusion THIRD-PARTY TOOLS Vector Displacement in the Sculpting Workflow, Craig Barr Introduction Overview: Vector Displacement Creating Vector Displacement Maps: A Workflow Example in Mudbox Vector Displacement and the Art Pipeline: Further Applications and Considerations Conclusion Bibliography Optimizing a Task-Based Game Engine, Yannis Minadakis Introduction From Threads to Tasks Profiling a Task-Based Game Engine Task, Task, Task Efficient Texture Creation with Genetica, Ichiro Lambe and Atlas Roufas Introduction Genetica's Workflow and Philosophy Principles for Efficient Asset Creation Conclusion Reducing Video Game Creation Effort with Eberos GML2D, Frank E. Hernandez and Francisco R. Ortega Introduction Reducing Effort Conclusion Bibliography YAML for C++: Applied Data-Driven Design, Sebastien Noury and Samuel Boivin Introduction YAML Ain't Markup Language Seamless C++ Integration Applying DDD to Real-World Scenarios Conclusion Bibliography GPU Debugging and Profiling with NVIDIA Parallel Nsight, Kumar Iyer and Jeffrey Kiel Introduction Debugging a Full Direct3D Frame with the Graphics Inspector Debugging an HLSL Shader Profiling a Direct3D Frame using GPU Hardware Counters Tracing Activity across Your CPU and GPU Conclusion FBX Games Development Tools, Trevor Adams and Mark Davies Introduction Exporting and Importing Game Assets Extracting the Information from the .fbx File FBX for QuickTime as a Game Development Tool Index
The individual topics are very thoroughly and clearly explained with high-quality graphics. This is a good resource for experienced game designers seeking to optimize game development pipelines. Recommended. -E. Bertozzi, CHOICE, November 2011 Game Development Tools offers the insights of game professionals, researchers, and more and provides guidelines, assessments of tools, and third-party applications for game developers. From building pipelines that work to GPU debugging and using in-game audio tools, this book offers discussions, color images, charts, and more and surveys commands, improvements, workflow, and more. No game developer's reference library should be without this in-depth coverage for advanced developers. -Midwest Book Review, August 2011

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