Game development tools

Game development tools

by Ansari, Marwan Y.

Type Book
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"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 development professionals. Topics range from asset tracking to improving remote version control performance to robust and efficient IO. Technical arti…

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Title Statements

  • Full title :Game development tools / Marwan Y. Ansari, editor.

Summary

"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 development professionals. Topics range from asset tracking to improving remote version control performance to robust and efficient IO. Technical artists, as well as game play, audio, and graphics programmers will find new tools to improve work flow and help build games faster"--Page 4 de la couverture.

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Edition Statements

  • Publication Date:©2011.

Publication Statements

  • Publisher(s):A.K. Peters-CRC Press
  • Place of Publication:Boca Raton (Fl.)
  • Language:eng
  • Publication Date:©2011.

The Physical Object

  • Description:1 vol. (xv-327 p.) : : ill., couv. ill. ; : 25 cm

Edition Identifiers

  • ISBN:9781568814322, 1568814321
  • oclc:ocn801124130
  • LC Classification:QA76.76.C672
  • Dewey Decimal:794.8/1526

Table of Contents

Taming the beast: managing complexity in game build pipelines / Fernando Navarro -- Game streaming: a planned approach / Jeffrey Aydelotte and Amir Ebrahimi -- Workflow improvement via automatic asset tracking / Matt Greene and William Smith -- Continuous integration for games / Steven Ramirez -- Persistence management of asset metadata and tags / Jaewon Jung -- Real-time tool communication / Alan Kimball -- Robust file I/O / Alan Kimball -- Real-time constructive solid geometry / Sander van Rossen and Matthew Baranowski -- A COLLADA toolbox / Rémi Arnaud -- Shape-preserving terrain decimation and associated tools / David Eberly -- In-game audio debugging tools / Simon Franco -- Pragmatic XML use in tools / Amir Ebrahimi -- Low coupling command system / Gustavo A. Carrazoni -- Object-oriented data / Alan Kimball -- Improving remote perforce usage / Mike O'Connor -- Vector displacement in the sculpting workflow / Craig Barr -- Optimizing a task-based game engine / Yannis Minadakis -- Efficient texture creation with Genetica / Ichiro Lambe and Atlas Roufas -- Reducing video game creation effort with Eberos GML2D / Frank E. Hernandez and Francisco R. Ortega -- YAML for C++: applied d…

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  • Game Development Tools -- (.pdf)

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