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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.
 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
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.
Catégories
Caractéristiques
-  
- ISBN9781568814322
 - Code produit673729
 - ÉditeurAK PETERS
 - Date de publication1 juin 2011
 - FormatPapier
 
 
