000 | 06992nam a22005653i 4500 | ||
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001 | EBC1781942 | ||
003 | MiAaPQ | ||
005 | 20240729123041.0 | ||
006 | m o d | | ||
007 | cr cnu|||||||| | ||
008 | 240724s2014 xx o ||||0 eng d | ||
020 |
_a9781430267010 _q(electronic bk.) |
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020 | _z9781430267003 | ||
035 | _a(MiAaPQ)EBC1781942 | ||
035 | _a(Au-PeEL)EBL1781942 | ||
035 | _a(CaPaEBR)ebr10885734 | ||
035 | _a(CaONFJC)MIL644458 | ||
035 | _a(OCoLC)881521508 | ||
040 |
_aMiAaPQ _beng _erda _epn _cMiAaPQ _dMiAaPQ |
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050 | 4 | _aQA76.76.C672 | |
100 | 1 | _aBerinstein, Paula. | |
245 | 1 | 0 | _aGame Development Tool Essentials. |
250 | _a1st ed. | ||
264 | 1 |
_aBerkeley, CA : _bApress L. P., _c2014. |
|
264 | 4 | _c©2014. | |
300 | _a1 online resource (201 pages) | ||
336 |
_atext _btxt _2rdacontent |
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337 |
_acomputer _bc _2rdamedia |
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338 |
_aonline resource _bcr _2rdacarrier |
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505 | 0 | _aIntro -- 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 | _aCreating 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 | _aTechnical 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 | _aDescription based on publisher supplied metadata and other sources. | ||
590 | _aElectronic 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 | _aVideo games--Programming. | |
650 | 0 | _aVideo games--Design. | |
655 | 4 | _aElectronic books. | |
700 | 1 | _aArnaud, Remi. | |
700 | 1 | _aArdolino, Alessandro. | |
700 | 1 | _aFranco, Simon. | |
700 | 1 | _aHerubel, Adrien. | |
700 | 1 | _aMcCutchan, John. | |
700 | 1 | _aNedelcu, Nicusor. | |
700 | 1 | _aNitschke, Benjamin. | |
700 | 1 | _aOlmstead, Don. | |
700 | 1 | _aRobinet, Fabrice. | |
776 | 0 | 8 |
_iPrint version: _aBerinstein, Paula _tGame Development Tool Essentials _dBerkeley, CA : Apress L. P.,c2014 _z9781430267003 |
797 | 2 | _aProQuest (Firm) | |
856 | 4 | 0 |
_uhttps://ebookcentral.proquest.com/lib/orpp/detail.action?docID=1781942 _zClick to View |
999 |
_c40705 _d40705 |