Game Development Tool Essentials. (Record no. 40705)
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000 -LEADER | |
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fixed length control field | 06992nam a22005653i 4500 |
001 - CONTROL NUMBER | |
control field | EBC1781942 |
003 - CONTROL NUMBER IDENTIFIER | |
control field | MiAaPQ |
005 - DATE AND TIME OF LATEST TRANSACTION | |
control field | 20240729123041.0 |
006 - FIXED-LENGTH DATA ELEMENTS--ADDITIONAL MATERIAL CHARACTERISTICS | |
fixed length control field | m o d | |
007 - PHYSICAL DESCRIPTION FIXED FIELD--GENERAL INFORMATION | |
fixed length control field | cr cnu|||||||| |
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION | |
fixed length control field | 240724s2014 xx o ||||0 eng d |
020 ## - INTERNATIONAL STANDARD BOOK NUMBER | |
International Standard Book Number | 9781430267010 |
Qualifying information | (electronic bk.) |
020 ## - INTERNATIONAL STANDARD BOOK NUMBER | |
Canceled/invalid ISBN | 9781430267003 |
035 ## - SYSTEM CONTROL NUMBER | |
System control number | (MiAaPQ)EBC1781942 |
035 ## - SYSTEM CONTROL NUMBER | |
System control number | (Au-PeEL)EBL1781942 |
035 ## - SYSTEM CONTROL NUMBER | |
System control number | (CaPaEBR)ebr10885734 |
035 ## - SYSTEM CONTROL NUMBER | |
System control number | (CaONFJC)MIL644458 |
035 ## - SYSTEM CONTROL NUMBER | |
System control number | (OCoLC)881521508 |
040 ## - CATALOGING SOURCE | |
Original cataloging agency | MiAaPQ |
Language of cataloging | eng |
Description conventions | rda |
-- | pn |
Transcribing agency | MiAaPQ |
Modifying agency | MiAaPQ |
050 #4 - LIBRARY OF CONGRESS CALL NUMBER | |
Classification number | QA76.76.C672 |
100 1# - MAIN ENTRY--PERSONAL NAME | |
Personal name | Berinstein, Paula. |
245 10 - TITLE STATEMENT | |
Title | Game Development Tool Essentials. |
250 ## - EDITION STATEMENT | |
Edition statement | 1st ed. |
264 #1 - PRODUCTION, PUBLICATION, DISTRIBUTION, MANUFACTURE, AND COPYRIGHT NOTICE | |
Place of production, publication, distribution, manufacture | Berkeley, CA : |
Name of producer, publisher, distributor, manufacturer | Apress L. P., |
Date of production, publication, distribution, manufacture, or copyright notice | 2014. |
264 #4 - PRODUCTION, PUBLICATION, DISTRIBUTION, MANUFACTURE, AND COPYRIGHT NOTICE | |
Date of production, publication, distribution, manufacture, or copyright notice | ©2014. |
300 ## - PHYSICAL DESCRIPTION | |
Extent | 1 online resource (201 pages) |
336 ## - CONTENT TYPE | |
Content type term | text |
Content type code | txt |
Source | rdacontent |
337 ## - MEDIA TYPE | |
Media type term | computer |
Media type code | c |
Source | rdamedia |
338 ## - CARRIER TYPE | |
Carrier type term | online resource |
Carrier type code | cr |
Source | rdacarrier |
505 0# - FORMATTED CONTENTS NOTE | |
Formatted contents note | Intro -- Contents at a Glance -- Contents -- About the Authors -- About the Technical Reviewers -- Acknowledgments -- 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 Devices -- Final 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 Workflow -- Merging -- 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. |
505 8# - FORMATTED CONTENTS NOTE | |
Formatted contents note | 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 Results -- What 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 Configuration -- Asteroid 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 -- Improving Log Readability with CSS -- Intelligent Reporting and Interactivity with JavaScript -- JSON -- More on JavaScript: Live Reporting with AJAX -- Visualizing Data -- Other Third-Party JavaScript Libraries -- jQuery -- Flotr2 -- Conclusion -- Chapter 10: Moving Tools to the Cloud: Control, Configure, Monitor, and View Your Game with WebSocket -- Foundation -- Examples. |
505 8# - FORMATTED CONTENTS NOTE | |
Formatted contents note | Technical Details -- The WebSocket Protocol -- A WebSocket Server -- Command Processing -- Future Work -- Conclusion -- Part 4: Programming -- Chapter 11: Programming: Decoupling Game Tool GUIs from Core Editing Operations -- Editor Ecosystem -- Editor Core C++ API -- Plug-ins -- Commands -- Command Parameters -- Direct Editor API Command Calls -- Remote Editor API Command Calls -- Putting It All Together -- Implementing a Plug-in with Commands -- Events -- Conclusion -- Chapter 12: Building A Game Prototyping Tool for Android Mobile Devices -- Getting Ready for Development -- A Game Prototyping Tool -- Scope -- Purpose -- Tools -- Code Structure -- User Interface Implementation -- GPTActivity -- GPTJNILib -- Scene Editor and Script Editor -- Scene Player -- Native Script Engine Implementation -- Building GPT's Native Library with Android NDK -- GPTScriptEngine -- Test Drive -- What's Next -- Chapter 13: Engineering Domain-Specific Languages for Games -- What Are DSLs? -- What Does a DSL Look Like? -- A Categorization of DSLs -- Internal DSLs -- External DSLs -- Technical Orientation -- Why Should You Even Care? -- How to Use DSLs -- Language Engineering Workflow -- DSL Requirements -- Reference Model -- Reference Output -- Media List -- Statistics -- Configuration File(s) -- Language Definition -- Conclusion -- Index. |
588 ## - SOURCE OF DESCRIPTION NOTE | |
Source of description note | Description based on publisher supplied metadata and other sources. |
590 ## - LOCAL NOTE (RLIN) | |
Local note | Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2024. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries. |
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM | |
Topical term or geographic name entry element | Video games--Programming. |
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM | |
Topical term or geographic name entry element | Video games--Design. |
655 #4 - INDEX TERM--GENRE/FORM | |
Genre/form data or focus term | Electronic books. |
700 1# - ADDED ENTRY--PERSONAL NAME | |
Personal name | Arnaud, Remi. |
700 1# - ADDED ENTRY--PERSONAL NAME | |
Personal name | Ardolino, Alessandro. |
700 1# - ADDED ENTRY--PERSONAL NAME | |
Personal name | Franco, Simon. |
700 1# - ADDED ENTRY--PERSONAL NAME | |
Personal name | Herubel, Adrien. |
700 1# - ADDED ENTRY--PERSONAL NAME | |
Personal name | McCutchan, John. |
700 1# - ADDED ENTRY--PERSONAL NAME | |
Personal name | Nedelcu, Nicusor. |
700 1# - ADDED ENTRY--PERSONAL NAME | |
Personal name | Nitschke, Benjamin. |
700 1# - ADDED ENTRY--PERSONAL NAME | |
Personal name | Olmstead, Don. |
700 1# - ADDED ENTRY--PERSONAL NAME | |
Personal name | Robinet, Fabrice. |
776 08 - ADDITIONAL PHYSICAL FORM ENTRY | |
Relationship information | Print version: |
Main entry heading | Berinstein, Paula |
Title | Game Development Tool Essentials |
Place, publisher, and date of publication | Berkeley, CA : Apress L. P.,c2014 |
International Standard Book Number | 9781430267003 |
797 2# - LOCAL ADDED ENTRY--CORPORATE NAME (RLIN) | |
Corporate name or jurisdiction name as entry element | ProQuest (Firm) |
856 40 - ELECTRONIC LOCATION AND ACCESS | |
Uniform Resource Identifier | <a href="https://ebookcentral.proquest.com/lib/orpp/detail.action?docID=1781942">https://ebookcentral.proquest.com/lib/orpp/detail.action?docID=1781942</a> |
Public note | Click to View |
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