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Game development tool essentials / by Paula Berinstein, Remi Arnaud, Alessandro Ardolino, Simon Franco, Adrien Herubel, John McCutchan, Nicusor Nedelcu, Benjamin Nitschke, Don Olmstead, Fabrice Robinet, Christian Ronchi, Rita Turkowski, Robert Walter, Gustavo Samour.

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Format:
Book
Author/Creator:
Berinstein, Paula, author.
Arnaud, Rémi, Author.
Ardolino, Alessandro., Author.
Franco, Simón, Author.
Herubel, Adrien., Author.
McCutchan, John., Author.
Nedelcu, Nicusor., Author.
Nitschke, Benjamin., Author.
Olmstead, Don, Author.
Robinet, Fabrice., Author.
Ronchi, Christian., Author.
Turkowski, Rita., Author.
Walter, Robert, Author.
Samour, Gustavo., Author.
Language:
English
Subjects (All):
Video games--Programming.
Video games.
Software engineering.
Game Development.
Software Engineering/Programming and Operating Systems.
Local Subjects:
Game Development.
Software Engineering/Programming and Operating Systems.
Physical Description:
1 online resource (201 p.)
Edition:
1st ed. 2014.
Place of Publication:
Berkeley, CA : Apress : Imprint: Apress, 2014.
Language Note:
English
System Details:
text file
Summary:
Game Development Tool Essentials provides must-have tips and tricks from industry professionals for strengthening and streamlining your game tools pipeline. Everyone knows the game tools pipeline is important, but in the current environment of shrinking budgets and increased time pressure, developers often have to settle for inefficient, ad hoc, messy pipelines. This unique book will break you out of that cycle. The practical, expert insights contained within will enable you to work faster and more efficiently, so you can spend more time making cool things. Game Development Tool Essentials pools the knowledge and experience of working developers over four critical aspects of the game tools pipeline: asset and data management, geometry and models, Web tools, and programming. Within those sections, you will learn cutting-edge techniques on essential subjects such as COLLADA rendering, exporting and workflow; asset management and compiler architecture; and moving tools to the cloud. If you’re a game developer, you need Game Development Tool Essentials. Covers readily available tools and tools developers can build themselves. Presents 96 code samples, 81 illustrations, and end-of-chapter references. Special chapter on moving tools to the cloud.
Contents:
Contents at a Glance; Introduction; Part 1: Asset and Data Management; Chapter 1: Plug-in-based Asset Compiler Architecture; Design; Example; Conclusion; Chapter 2: GFX Asset Data Management; Folder Structure; Naming Conventions; 3D Models; Textures; Conclusion; Part 2: Geometry and Models; Chapter 3: Geometry and Models: 3D Format Conversion (FBX, COLLADA); The Sample Game; Exporting from 3ds Max; Exporting from Maya; Exporting from Blender; Other Formats and Exporting from Other Tools; FBX SDK; COLLADA Document Format; Models for Labyrinth; Importing into the Delta Engine
Optimizing for Mobile DevicesFinal Tips; Conclusion; Chapter 4: Building Procedural Geometry Using MAXScript (Voronoi Polygons); MAXScript and the Sample Code; Voronoi and Delaunay; What the Script Does; The Code: Utility Functions and Data Structures; The Code: the Delaunay Triangulation; The Code: the Voronoi Diagram; Conclusion; Chapter 5: A Uniform Geometry Workflow for Cutscenes and Animated Feature Films; Technology; Cache Format; I/O Framework; Software Plug-ins; Cache Export; Cache Preview; Cache Geometry; Rendering Caches; Custom Tools; Workflow; Our Pipeline; Teams; Assets and Files
Parallel WorkflowMerging; Conclusion; Chapter 6: Building a Rock-Solid Content Pipeline with the COLLADA Conformance Test Suite; Things You Need to Know About the Tests; Blessed Images; Types of Tests; Two Cycles; Dataset for Input and Output; Getting Started; Downloading and Installing the CTS; Prerequisites; Python-related Tools; .NET Framework; Integration; The Config File; The Python Script; The FApplication Script as a Model; Creating and Running the Tests; Creating a Test Procedure; Adding Tests; The Grid; Running the Tests; Selecting Tests; While the Tests Are Running; Canceling Tests
Reading the ResultsWhat to Do When a Test Fails; Comparing Test Runs; Comparing Images; The "Compare Image With" Dialog; The "Image Comparison" Dialog; The "Image Diff" Dialog; Troubleshooting; Setup; Judging Scripts; The Judging Script Driver; The COLLADA Input Documents; The COLLADA Output Documents; Documentation; References; Chapter 7: Rendering COLLADA Assets on Mac OS X with Scene Kit; Integrating Scene Kit with Xcode; The Xcode COLLADA Editor; The Scene Kit API; COLLADA Scene Import; Loading a COLLADA Scene; Extraction of COLLADA Library Entries; Scene Graph Manipulation and Animations
Scene ConfigurationAsteroid Field Instantiation and Layout; Asteroid Field Animation; Rendering; Relationship to COLLADA; Conclusion; Chapter 8: COLLADA Exporter for Unity Developers in the Unity Asset Store; Introduction; Understanding the COLLADA Exporter for Unity; The COLLADA Exporter in Depth; Header Information; Texture Options; Animation Options; Terrain Options; Miscellaneous Options; Exporting; Conclusion; Part 3: Web Tools; Chapter 9: Introduction to Utilizing HTML, CSS, and JavaScript to Create Rich Debugging Information; Utilizing Web Technologies; Generating HTML Logs; TABLE; IMG
CANVAS
Notes:
Includes index.
ISBN:
9781430267010
1430267011
OCLC:
884966356

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