Game Development Tools

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

  1. Front cover
  2. Dedication
  3. Contents (1/2)
  4. Contents (2/2)
  5. Preface
  6. Part I. Philosophy and Methodology
  7. Chapter 1. Taming the Beast: Managing Complexity in Game Build Pipelines (1/4)
  8. Chapter 1. Taming the Beast: Managing Complexity in Game Build Pipelines (2/4)
  9. Chapter 1. Taming the Beast: Managing Complexity in Game Build Pipelines (3/4)
  10. Chapter 1. Taming the Beast: Managing Complexity in Game Build Pipelines (4/4)
  11. Chapter 2. Game Streaming: A Planned Approach (1/2)
  12. Chapter 2. Game Streaming: A Planned Approach (2/2)
  13. Chapter 3. Workflow Improvement via Automatic Asset Tracking (1/2)
  14. Chapter 3. Workflow Improvement via Automatic Asset Tracking (2/2)
  15. Chapter 4. Continuous Integration for Games (1/3)
  16. Chapter 4. Continuous Integration for Games (2/3)
  17. Chapter 4. Continuous Integration for Games (3/3)
  18. Chapter 5. Persistence Management of Asset Metadata and Tags (1/2)
  19. Chapter 5. Persistence Management of Asset Metadata and Tags (2/2)
  20. Chapter 6. Real-Time Tool Communication (1/2)
  21. Chapter 6. Real-Time Tool Communication (2/2)
  22. Chapter 7. Robust File I/O (1/2)
  23. Chapter 7. Robust File I/O (2/2)
  24. Part II. Buildable Tools
  25. Chapter 8. Real-Time Constructive Solid Geometry (1/4)
  26. Chapter 8. Real-Time Constructive Solid Geometry (2/4)
  27. Chapter 8. Real-Time Constructive Solid Geometry (3/4)
  28. Chapter 8. Real-Time Constructive Solid Geometry (4/4)
  29. Chapter 9. A COLLADA Toolbox (1/6)
  30. Chapter 9. A COLLADA Toolbox (2/6)
  31. Chapter 9. A COLLADA Toolbox (3/6)
  32. Chapter 9. A COLLADA Toolbox (4/6)
  33. Chapter 9. A COLLADA Toolbox (5/6)
  34. Chapter 9. A COLLADA Toolbox (6/6)
  35. Chapter 10. Shape-Preserving Terrain Decimation and Associated Tools (1/4)
  36. Chapter 10. Shape-Preserving Terrain Decimation and Associated Tools (2/4)
  37. Chapter 10. Shape-Preserving Terrain Decimation and Associated Tools (3/4)
  38. Chapter 10. Shape-Preserving Terrain Decimation and Associated Tools (4/4)
  39. Chapter 11. In-Game Audio Debugging Tools (1/5)
  40. Chapter 11. In-Game Audio Debugging Tools (2/5)
  41. Chapter 11. In-Game Audio Debugging Tools (3/5)
  42. Chapter 11. In-Game Audio Debugging Tools (4/5)
  43. Chapter 11. In-Game Audio Debugging Tools (5/5)
  44. Chapter 12. Pragmatic XML Use in Tools (1/5)
  45. Chapter 12. Pragmatic XML Use in Tools (2/5)
  46. Chapter 12. Pragmatic XML Use in Tools (3/5)
  47. Chapter 12. Pragmatic XML Use in Tools (4/5)
  48. Chapter 12. Pragmatic XML Use in Tools (5/5)
  49. Chapter 13. Low Coupling Command System (1/2)
  50. Chapter 13. Low Coupling Command System (2/2)
  51. Chapter 14. Object-Oriented Data (1/2)
  52. Chapter 14. Object-Oriented Data (2/2)
  53. Chapter 15. Improving Remote Perforce Usage (1/2)
  54. Chapter 15. Improving Remote Perforce Usage (2/2)
  55. Part III. Third-Party Tools
  56. Chapter 16. Vector Displacement in the Sculpting Workflow (1/3)
  57. Chapter 16. Vector Displacement in the Sculpting Workflow (2/3)
  58. Chapter 16. Vector Displacement in the Sculpting Workflow (3/3)
  59. Chapter 17. Optimizing a Task-Based Game Engine (1/4)
  60. Chapter 17. Optimizing a Task-Based Game Engine (2/4)
  61. Chapter 17. Optimizing a Task-Based Game Engine (3/4)
  62. Chapter 17. Optimizing a Task-Based Game Engine (4/4)
  63. Chapter 18. Efficient Texture Creation with Genetica (1/4)
  64. Chapter 18. Efficient Texture Creation with Genetica (2/4)
  65. Chapter 18. Efficient Texture Creation with Genetica (3/4)
  66. Chapter 18. Efficient Texture Creation with Genetica (4/4)
  67. Chapter 19. Reducing Video Game Creation Effort with Eberos GML2D (1/3)
  68. Chapter 19. Reducing Video Game Creation Effort with Eberos GML2D (2/3)
  69. Chapter 19. Reducing Video Game Creation Effort with Eberos GML2D (3/3)
  70. Chapter 20. YAML for C++ : Applied Data-Driven Design (1/2)
  71. Chapter 20. YAML for C++ : Applied Data-Driven Design (2/2)
  72. Chapter 21. GPU Debugging and Profiling with NVIDIA Parallel Nsight (1/5)
  73. Chapter 21. GPU Debugging and Profiling with NVIDIA Parallel Nsight (2/5)
  74. Chapter 21. GPU Debugging and Profiling with NVIDIA Parallel Nsight (3/5)
  75. Chapter 21. GPU Debugging and Profiling with NVIDIA Parallel Nsight (4/5)
  76. Chapter 21. GPU Debugging and Profiling with NVIDIA Parallel Nsight (5/5)
  77. Chapter 22. FBX Games Development Tools (1/2)
  78. Chapter 22. FBX Games Development Tools (2/2)
  79. About the Contributors (1/2)
  80. About the Contributors (2/2)
  81. Color Insert (1/4)
  82. Color Insert (2/4)
  83. Color Insert (3/4)
  84. Color Insert (4/4)
  85. Back cover

Product information

  • Title: Game Development Tools
  • Author(s): Marwan Ansari
  • Release date: April 2016
  • Publisher(s): A K Peters/CRC Press
  • ISBN: 9781439867723