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Game Development Tool Essentials. (Record no. 40705)

MARC details
000 -LEADER
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>
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