Contents
Part 1: Asset and Data Management
Chapter 1: Plug-in-based Asset Compiler Architecture
Chapter 2: GFX Asset Data Management
Chapter 3: Geometry and Models: 3D Format Conversion (FBX, COLLADA)
Other Formats and Exporting from Other Tools
Importing into the Delta Engine
Chapter 4: Building Procedural Geometry Using MAXScript (Voronoi Polygons)
The Code: Utility Functions and Data Structures
The Code: the Delaunay Triangulation
Chapter 5: A Uniform Geometry Workflow for Cutscenes and Animated Feature Films
Chapter 6: Building a Rock-Solid Content Pipeline with the COLLADA Conformance Test Suite
Things You Need to Know About the Tests
Downloading and Installing the CTS
The FApplication Script as a Model
Creating and Running the Tests
Chapter 7: Rendering COLLADA Assets on Mac OS X with Scene Kit
Integrating Scene Kit with Xcode
Scene Graph Manipulation and Animations
Chapter 8: COLLADA Exporter for Unity Developers in the Unity Asset Store
Understanding the COLLADA Exporter for Unity
Chapter 9: Introduction to Utilizing HTML, CSS, and JavaScript to Create Rich Debugging Information
Improving Log Readability with CSS
Intelligent Reporting and Interactivity with JavaScript
More on JavaScript: Live Reporting with AJAX
Other Third-Party JavaScript Libraries
Chapter 11: Programming: Decoupling Game Tool GUIs from Core Editing Operations
Direct Editor API Command Calls
Remote Editor API Command Calls
Implementing a Plug-in with Commands
Chapter 12: Building A Game Prototyping Tool for Android Mobile Devices
Scene Editor and Script Editor
Native Script Engine Implementation
Building GPT’s Native Library with Android NDK