Game Development Tools

Front Cover
CRC Press, Apr 19, 2016 - Computers - 688 pages
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 de
 

Contents

Part I Philosophy and Methodology
1
Managing Complexity in Game Build Pipelines
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
Copyright

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About the author (2016)

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.

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