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.
Reviews
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
Contents
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 Assetng
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
Complicate...