Contents

About the Authors

About the Technical Reviewers

Acknowledgments

Introduction

images Part 1: Asset and Data Management

images Chapter 1: Plug-in-based Asset Compiler Architecture

Design

Example

Conclusion

images Chapter 2: GFX Asset Data Management

Folder Structure

Naming Conventions

3D Models

Textures

Conclusion

images Part 2: Geometry and Models

images 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

images 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

images Chapter 5: A Uniform Geometry Workflow for Cutscenes and Animated Feature Films

Technology

Cache Format

I/O Framework

Software Plug-ins

Custom Tools

Workflow

Our Pipeline

Parallel Workflow

Merging

Conclusion

images 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

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

Troubleshooting

Setup

Judging Scripts

The Judging Script Driver

The COLLADA Input Documents

The COLLADA Output Documents

Documentation

References

images 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

Scene Graph Manipulation and Animations

Rendering

Relationship to COLLADA

Conclusion

images 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

images Part 3: Web Tools

images 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

images 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

images Part 4: Programming

images 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

images 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

images 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

Conclusion

Index

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