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PART 1: Asset and Data Management
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PART 1: Asset and Data Management
by Robert Walter, Rita Turkowski, Gustavo Samour, Christian Ronchi, Fabrice Robinet
Game Development Tool Essentials
Title Page
Dedication
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
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
Optimizing for Mobile Devices
Final Tips
Conclusion
CHAPTER 4: Building Procedural Geometry Using MAXScript (Voronoi Polygons)
MAXScript and the Sample Code
Voronoi and Delaunay
Conclusion
CHAPTER 5: A Uniform Geometry Workflow for Cutscenes and Animated Feature Films
Technology
Workflow
Conclusion
CHAPTER 6: Building a Rock-Solid Content Pipeline with the COLLADA Conformance Test Suite
Things You Need to Know About the Tests
Getting Started
Integration
Creating and Running the Tests
What to Do When a Test Fails
Troubleshooting
Documentation
References
CHAPTER 7: Rendering COLLADA Assets on Mac OS X with Scene Kit
Integrating Scene Kit with Xcode
The Scene Kit API
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
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
Improving Log Readability with CSS
Intelligent Reporting and Interactivity with JavaScript
More on JavaScript: Live Reporting with AJAX
Visualizing Data
Other Third-Party JavaScript Libraries
Conclusion
CHAPTER 10: Moving Tools to the Cloud: Control, Configure, Monitor, and View Your Game with WebSocket
Foundation
Examples
Technical Details
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
Putting It All Together
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
Why Should You Even Care?
How to Use DSLs
Conclusion
Index
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Introduction
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CHAPTER 1: Plug-in-based Asset Compiler Architecture
PART 1
Asset and Data Management
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