Game Development ToolsThis 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 de |
Contents
1 | |
3 | |
A Planned Approach | 19 |
Chapter 3 Workflow Improvement via Automatic Asset Tracking | 29 |
Chapter 4 Continuous Integration for Games | 39 |
Chapter 5 Persistence Management of Asset Metadata and Tags | 53 |
Chapter 6 RealTime Tool Communication | 63 |
Chapter 7 Robust File IO | 71 |
Chapter 14 ObjectOriented Data | 203 |
Chapter 15 Improving Remote Perforce Usage | 211 |
Part III ThirdParty Tools | 217 |
Chapter 16 Vector Displacement in the Sculpting Workflow | 219 |
Chapter 17 Optimizing a TaskBased Game Engine | 231 |
Chapter 18 Efficient Texture Creation with Genetica | 249 |
Chapter 19 Reducing Video Game Creation Effort with Eberos GML2D | 267 |
Applied DataDriven Design | 279 |
Part II Buildable Tools | 77 |
Chapter 8 RealTime Constructive Solid Geometry | 79 |
Chapter 9 A COLLADA Toolbox | 97 |
Chapter 10 ShapePreserving Terrain Decimation and Associated Tools | 127 |
Chapter 11 InGame Audio Debugging Tools | 145 |
Chapter 12 Pragmatic XML Use in Tools | 169 |
Chapter 13 Low Coupling Command System | 193 |
Chapter 21 GPU Debugging and Profiling with NVIDIA Parallel Nsight | 287 |
Chapter 22 FBX Games Development Tools | 309 |
About the Contributors | 319 |
Color Insert | 325 |
Back cover | 341 |
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Common terms and phrases
able allows animation application approach artists asset Available base block brush build categorization CCNet COLLADA Color command common complete contains create debugging dependencies designer displacement document draw edge editor element engine entity error example execution export field Figure final format frame function geometry graphics handle implementation important input inside interface issues language Listing load look memory mesh method node object operation output performance pipeline pixel play polygons possible production rendering represent requests result road sample saved separate serialization server shader shows simple sound specific step stored tasks taskset terrain texture thread tool triangle update valid vertex vertices Visual