Buch, Englisch, 360 Seiten, Format (B × H): 200 mm x 250 mm, Gewicht: 1060 g
Buch, Englisch, 360 Seiten, Format (B × H): 200 mm x 250 mm, Gewicht: 1060 g
ISBN: 978-1-56881-432-2
Verlag: Taylor & Francis Ltd (Sales)
Zielgruppe
Professional Practice & Development
Autoren/Hrsg.
Fachgebiete
- Mathematik | Informatik EDV | Informatik Professionelle Anwendung Computersimulation & Modelle, 3-D Graphik
- Mathematik | Informatik EDV | Informatik Programmierung | Softwareentwicklung Spiele-Programmierung, Rendering, Animation
- Mathematik | Informatik EDV | Informatik Professionelle Anwendung Interaktionsdesign für Computerspiele
Weitere Infos & Material
PHILOSOPHY AND METHODOLOGY: Taming the Beast: Managing Complexity in Game Build Pipelines. Game Streaming: A Planned Approach. Workflow Improvement via Automatic Asset Tracking. Continuous Integration for Games. Persistence Management of Asset Metadata and Tags. Real-Time Tool Communication. Robust File I/O. BUILDABLE TOOLS: Real-Time Constructive Solid Geometry. A COLLADA Toolbox. Shape-Preserving Terrain Decimation and Associated Tools. In-Game Audio Debugging Tools. Pragmatic XML Use in Tools. Low Coupling Command System. Object-Oriented Data. Improving Remote Perforce Usage. THIRD-PARTY TOOLS: Vector Displacement in the Sculpting Workflow. Optimizing a Task-Based Game Engine. Efficient Texture Creation with Genetica. Reducing Video Game Creation Effort with Eberos GML2D. YAML for C++: Applied Data-Driven Design. GPU Debugging and Profiling with NVIDIA Parallel Nsight. FBX Games Development Tools. Index.