Game Development Tool Essentials.
- 1st ed.
- 1 online resource (201 pages)
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. 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. 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.