Book description
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
Table of contents
- Front cover
- Dedication
- Contents (1/2)
- Contents (2/2)
- Preface
- Part I. Philosophy and Methodology
- Chapter 1. Taming the Beast: Managing Complexity in Game Build Pipelines (1/4)
- Chapter 1. Taming the Beast: Managing Complexity in Game Build Pipelines (2/4)
- Chapter 1. Taming the Beast: Managing Complexity in Game Build Pipelines (3/4)
- Chapter 1. Taming the Beast: Managing Complexity in Game Build Pipelines (4/4)
- Chapter 2. Game Streaming: A Planned Approach (1/2)
- Chapter 2. Game Streaming: A Planned Approach (2/2)
- Chapter 3. Workflow Improvement via Automatic Asset Tracking (1/2)
- Chapter 3. Workflow Improvement via Automatic Asset Tracking (2/2)
- Chapter 4. Continuous Integration for Games (1/3)
- Chapter 4. Continuous Integration for Games (2/3)
- Chapter 4. Continuous Integration for Games (3/3)
- Chapter 5. Persistence Management of Asset Metadata and Tags (1/2)
- Chapter 5. Persistence Management of Asset Metadata and Tags (2/2)
- Chapter 6. Real-Time Tool Communication (1/2)
- Chapter 6. Real-Time Tool Communication (2/2)
- Chapter 7. Robust File I/O (1/2)
- Chapter 7. Robust File I/O (2/2)
- Part II. Buildable Tools
- Chapter 8. Real-Time Constructive Solid Geometry (1/4)
- Chapter 8. Real-Time Constructive Solid Geometry (2/4)
- Chapter 8. Real-Time Constructive Solid Geometry (3/4)
- Chapter 8. Real-Time Constructive Solid Geometry (4/4)
- Chapter 9. A COLLADA Toolbox (1/6)
- Chapter 9. A COLLADA Toolbox (2/6)
- Chapter 9. A COLLADA Toolbox (3/6)
- Chapter 9. A COLLADA Toolbox (4/6)
- Chapter 9. A COLLADA Toolbox (5/6)
- Chapter 9. A COLLADA Toolbox (6/6)
- Chapter 10. Shape-Preserving Terrain Decimation and Associated Tools (1/4)
- Chapter 10. Shape-Preserving Terrain Decimation and Associated Tools (2/4)
- Chapter 10. Shape-Preserving Terrain Decimation and Associated Tools (3/4)
- Chapter 10. Shape-Preserving Terrain Decimation and Associated Tools (4/4)
- Chapter 11. In-Game Audio Debugging Tools (1/5)
- Chapter 11. In-Game Audio Debugging Tools (2/5)
- Chapter 11. In-Game Audio Debugging Tools (3/5)
- Chapter 11. In-Game Audio Debugging Tools (4/5)
- Chapter 11. In-Game Audio Debugging Tools (5/5)
- Chapter 12. Pragmatic XML Use in Tools (1/5)
- Chapter 12. Pragmatic XML Use in Tools (2/5)
- Chapter 12. Pragmatic XML Use in Tools (3/5)
- Chapter 12. Pragmatic XML Use in Tools (4/5)
- Chapter 12. Pragmatic XML Use in Tools (5/5)
- Chapter 13. Low Coupling Command System (1/2)
- Chapter 13. Low Coupling Command System (2/2)
- Chapter 14. Object-Oriented Data (1/2)
- Chapter 14. Object-Oriented Data (2/2)
- Chapter 15. Improving Remote Perforce Usage (1/2)
- Chapter 15. Improving Remote Perforce Usage (2/2)
- Part III. Third-Party Tools
- Chapter 16. Vector Displacement in the Sculpting Workflow (1/3)
- Chapter 16. Vector Displacement in the Sculpting Workflow (2/3)
- Chapter 16. Vector Displacement in the Sculpting Workflow (3/3)
- Chapter 17. Optimizing a Task-Based Game Engine (1/4)
- Chapter 17. Optimizing a Task-Based Game Engine (2/4)
- Chapter 17. Optimizing a Task-Based Game Engine (3/4)
- Chapter 17. Optimizing a Task-Based Game Engine (4/4)
- Chapter 18. Efficient Texture Creation with Genetica (1/4)
- Chapter 18. Efficient Texture Creation with Genetica (2/4)
- Chapter 18. Efficient Texture Creation with Genetica (3/4)
- Chapter 18. Efficient Texture Creation with Genetica (4/4)
- Chapter 19. Reducing Video Game Creation Effort with Eberos GML2D (1/3)
- Chapter 19. Reducing Video Game Creation Effort with Eberos GML2D (2/3)
- Chapter 19. Reducing Video Game Creation Effort with Eberos GML2D (3/3)
- Chapter 20. YAML for C++ : Applied Data-Driven Design (1/2)
- Chapter 20. YAML for C++ : Applied Data-Driven Design (2/2)
- Chapter 21. GPU Debugging and Profiling with NVIDIA Parallel Nsight (1/5)
- Chapter 21. GPU Debugging and Profiling with NVIDIA Parallel Nsight (2/5)
- Chapter 21. GPU Debugging and Profiling with NVIDIA Parallel Nsight (3/5)
- Chapter 21. GPU Debugging and Profiling with NVIDIA Parallel Nsight (4/5)
- Chapter 21. GPU Debugging and Profiling with NVIDIA Parallel Nsight (5/5)
- Chapter 22. FBX Games Development Tools (1/2)
- Chapter 22. FBX Games Development Tools (2/2)
- About the Contributors (1/2)
- About the Contributors (2/2)
- Color Insert (1/4)
- Color Insert (2/4)
- Color Insert (3/4)
- Color Insert (4/4)
- Back cover
Product information
- Title: Game Development Tools
- Author(s):
- Release date: April 2016
- Publisher(s): A K Peters/CRC Press
- ISBN: 9781439867723
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