360 Pages
    by A K Peters/CRC Press

    370 Pages
    by A K Peters/CRC Press

    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.

    PHILOSOPHY AND METHODOLOGY
    Taming the Beast: Managing Complexity in Game Build Pipelines,
    Fernando Navarro
    Introduction
    The Asset Build Pipeline
    Dependencies
    How to Determine Dependencies
    How to Use Dependencies to Your Benefit
    Advanced Techniques
    Minimizing the Impact of Build Failures
    Conclusions
    Bibliography

    Game Streaming: A Planned Approach, Jeffrey Aydelotte and Amir Ebrahimi
    Introduction
    Integrating Streaming from Day One
    Passive Requests: The Art of Asset Streaming
    Bluer Skies
    Conclusion
    Bibliography

    Workflow Improvement via Automatic Asset Tracking, Matt Greene and William Smith
    Introduction
    Historical Drawbacks of Manual Asset Tracking
    Automatically Building an Asset Database Using the Xbox 360
    Rapid Development of the MATT Tool Using Python
    Automating In-Game Search with the BugViewer
    Lessons Learned

    Continuous Integration for Games, Steven Ramirez
    Introduction
    Build Pipelines: How Do They Work?
    Using CCNet and More!
    Conclusion
    Bibliography

    Persistence Management of Asset Metadata and Tags, Jaewon Jung
    Introduction
    Usual Metadata
    Tags
    Other Considerations
    Conclusion
    Bibliography

    Real-Time Tool Communication, Alan Kimball
    Introduction
    Integrated Editors
    Real-Time Communication
    Properties
    Robust Data
    Null Checking
    Copying Data
    Complicated Assets
    Conclusion

    Robust File I/O, Alan Kimball
    Introduction
    Existing Technologies
    Object Databases
    Disk Image
    Conclusions

    BUILDABLE TOOLS
    Real-Time Constructive Solid Geometry,
    Sander van Rossen and Matthew Baranowski
    Introduction
    The CSG Algorithm
    Mesh Optimization
    Conclusions
    Bibliography

    A COLLADA Toolbox, Remi Arnaud
    Introduction
    Conformance Test
    Schema Validation
    Editing a COLLADA Document
    Coherency Test
    Patching XML Notepad
    Unique ID, Name versus ID
    XPath
    Absolute versus Relative Paths
    Refinery
    XSLT
    Conclusion
    Bibliography

    Shape-Preserving Terrain Decimation and Associated Tools, David Eberly
    Introduction
    The Decimation Algorithm
    Processing the Lofted Roads
    Variations in the Content Pipeline
    An Example
    Bibliography

    In-Game Audio Debugging Tools, Simon Franco
    Introduction
    Tools to Debug Sound Systems
    Conclusion

    Pragmatic XML Use in Tools, Amir Ebrahimi
    Introduction
    XML Specification
    Parsing XML
    Enter Stage: XML Serialization
    Minimaxima: A Case Study
    Conclusion
    Bibliography

    Low Coupling Command System, Gustavo A. Carrazoni
    Introduction
    The Most Basic Command
    Low Coupling
    Improvements to the Command System
    Bibliography

    Object-Oriented Data, Alan Kimball
    Introduction
    Data Inheritance
    Constants
    Conclusion

    Improving Remote Perforce Usage, Mike O’Connor
    Introduction
    Remote Reality
    Productive by Proxy
    Here Comes a New Challenger
    A Parallel Approach
    Putting It All Together
    Conclusion

    THIRD-PARTY TOOLS
    Vector Displacement in the Sculpting Workflow,
    Craig Barr
    Introduction
    Overview: Vector Displacement
    Creating Vector Displacement Maps: A Workflow Example in Mudbox
    Vector Displacement and the Art Pipeline: Further Applications and Considerations
    Conclusion
    Bibliography

    Optimizing a Task-Based Game Engine, Yannis Minadakis
    Introduction
    From Threads to Tasks
    Profiling a Task-Based Game Engine
    Task, Task, Task

    Efficient Texture Creation with Genetica, Ichiro Lambe and Atlas Roufas
    Introduction
    Genetica’s Workflow and Philosophy
    Principles for Efficient Asset Creation
    Conclusion

    Reducing Video Game Creation Effort with Eberos GML2D, Frank E. Hernandez and Francisco R. Ortega
    Introduction
    Reducing Effort
    Conclusion
    Bibliography

    YAML for C++: Applied Data-Driven Design, Sebastien Noury and Samuel Boivin
    Introduction
    YAML Ain’t Markup Language
    Seamless C++ Integration
    Applying DDD to Real-World Scenarios
    Conclusion
    Bibliography

    GPU Debugging and Profiling with NVIDIA Parallel Nsight, Kumar Iyer and Jeffrey Kiel
    Introduction
    Debugging a Full Direct3D Frame with the Graphics Inspector
    Debugging an HLSL Shader
    Profiling a Direct3D Frame using GPU Hardware Counters
    Tracing Activity across Your CPU and GPU
    Conclusion

    FBX Games Development Tools, Trevor Adams and Mark Davies
    Introduction
    Exporting and Importing Game Assets
    Extracting the Information from the .fbx File
    FBX for QuickTime as a Game Development Tool

    Index

    Biography

    Marwan Ansari is a software engineer for a Chicago-based games company. He has a B.S. in computer science and mathematics from DePaul University and an M.S. from the University of Illinois at Chicago. He has 15 years of experiencein console games development, video drivers and demos, military simulators, and application and tools development. He specializes in 3D computer graphics and has been published in ShaderX^2 and Game Programming Gems 4.

    The individual topics are very thoroughly and clearly explained with high-quality graphics. This is a good resource for experienced game designers seeking to optimize game development pipelines. Recommended.
    —E. Bertozzi, CHOICE, November 2011

    Game Development Tools offers the insights of game professionals, researchers, and more and provides guidelines, assessments of tools, and third-party applications for game developers. From building pipelines that work to GPU debugging and using in-game audio tools, this book offers discussions, color images, charts, and more and surveys commands, improvements, workflow, and more. No game developer’s reference library should be without this in-depth coverage for advanced developers.
    Midwest Book Review, August 2011