derrierloisirs.fr
» » Game Engine Toolset Development

Download Game Engine Toolset Development ePub

by Graham Wihlidal

Download Game Engine Toolset Development ePub
  • ISBN 1592009638
  • ISBN13 978-1592009633
  • Language English
  • Author Graham Wihlidal
  • Publisher Cengage Learning PTR; 1 edition (March 6, 2006)
  • Pages 640
  • Formats lrf lit mobi mbr
  • Category Technology
  • Subcategory Programming
  • Size ePub 1301 kb
  • Size Fb2 1686 kb
  • Rating: 4.7
  • Votes: 225

Toolset development is an extremely broad topic. Game Engine Toolset Development provides you with a core set of skills and a comprehensive insight that will aid you in the development of game engine utilities, significantly reducing the time period associated with the construction phase of a project. The book starts off with topics regarding development methodologies and best practices, and then proceeds into advanced topics like swap chain management and MVC object model automation with CodeDom. An introductory working knowledge of C# and the .NET 2.0 framework is expected, allowing the content of each topic to be directed towards the subject and avoiding trivial and introductory explanations. Readers are not required to have any experience developing game engine tools. Terminology and design fundamentals specific to toolset development are clearly depicted and explained. The companion Web site provides downloads of all source code from the book, as well as several bonus chapters.

Toolset development is an extremely broad topic. Game Engine Toolset Development provides you with a core set of skills and a comprehensive insight that will aid you in the development of game engine utilities.

Toolset development is an extremely broad topic. Game Engine Toolset Development provides you with a core set of skills and a comprehensive insight that will aid you in the development of game engine utilities, significantly reducing the time period associated with the construction phase of a project. The book starts off with topics regarding development methodologies and best practices, and then proceeds into advanced topics like swap chain management and MVC object model automation with CodeDom.

Game Engine Toolset Development provides you with a core set of skills and a comprehensive insight that will aid you in the development of game engine utilities, significantly reducing the time period associated with the construction phase of a project.

Game Engine Toolset Development provides you with a core set of skills and a. .

Toolset Design Fundamentals. Faces: Plannig, Analysis, Design, Implementation. Plannig: Is there a life cycle planned for the langterm? Analysis: Get to the point that you understand what the problem is. Design: How will the tool solve this problem and how will it be used? Implementation: Let's build the actual tool.

Последние твиты от Graham Wihlidal (lidal) I wrote a paper on Behavior Trees around 2 years ago for a book that never got published. I'm publishing it now myself so that it may be of use to someone.

Последние твиты от Graham Wihlidal (lidal). Senior Rendering Engineer on alEngine at Games. Former BioWare, Frostbite, and SEED. I wrote a paper on Behavior Trees around 2 years ago for a book that never got published.

by Andrew Rollings 9. Game Engine Toolset Development by Graham Wihlidal 1. 3D Studio MAX 3(r) Media Animation by John P. Chismar - Motivation: helping artists and tool programmers (plugins) 12. Game Engine Toolset Development by Graham Wihlidal 10. Game Programming Gems 6 by Mike Dickheiser. / Need other options for: 11. Marketing bible 13. C++ bible.

Senior Rendering Engineer The book starts off with topics regarding development methodologies and best practices.

Senior Rendering Engineer. Graham is a rendering engineer working on Unreal Engine at Epic Games.

Graham Wihlidal - Game Engine Toolset Development. Graham Wilson - Six Sigma And The Product Development Cycle. Читать pdf. Graham Wihlidal - Game Engine Toolset Development.

Talk about Game Engine Toolset Development


Kupidon
I admit that at first I was thinking this book would focus more on the game engine part of the toolset development in its title. I knew it wasn't REALLY about developing a game engine but even so, make sure you understand what you're getting.

That said, I really liked this book. I'm halfway through it already (it's a very quick read given how discrete each chapter is and the clear and easy to read print and examples).

I've read a number of game development books and you rarely get everything done right. This book gets close. The author describes the particular problem the chapter seeks to solve (e.g. encryption, batch processing, etc.) and goes through the steps of solving it.

The book is similar to those programming gems types of books that aren't organized in some linear fashion but are discrete chapters on specific topics that can be picked and chosen as you see fit.

The author does a very good job of putting the examples together and many of the chapters have been useful to me (I plan on implementing a number of the tools/frameworks he mentions).

If you're working on a game engine, I really suggest trying this book out. This assumes you're not already an expert game programmer who already built a lot of these sorts of tools before.

If you're looking for something that will help you build a full-fledged game engine, look for another book...then come back to this and get it to help you flesh out your toolset.
Malara
I bought this book thinking it would help me write a new tool for, say, building 3d models, or some other general tool. When it arrived I got excited just by the shear size of it, it's huge!

However, I started flipping through it browsing each and every chapter (didn't read them all in detail of course, but quite a few) and it doesn't teach you how to make a NEW tool for your game, it teaches you how to make an EXISTING tool better. While that knowledge is extremely valuable (and the reason I gave it 4 stars instead of 3), it's not what the description of the book stated: "Readers are not required to have any experience developing game engine tools." If you have no experience developing a tool, you're going to have a little trouble getting started. If you know enough math and have good enough coding skills to get a game engine going, you'll be able to write a tool for your game, but you don't need this book to do it.

Now, with that said, this book IS quite good and worth your money so long as you don't expect to read this book and then write a tool, you're going to need more info. Get the book anyway and use it as a guide, it's usefull in that aspect.

This book is so good at making a tool better, most of it's "gems" can and should be applied to ANY application, game tool or not. Also, it covers some good highlevel (or lowlevel, depending on how you view it) .Net functionality such as interfacing with COM and code documentation, as well as few other excellent techniques. These "gems" are quite valuable on their own.

So, in conclusion, if you know nothing about writing a tool, or you don't know C#, hold off on buying this book (make sure to put it in your wish list however). If you have a tool but find it's difficult to work with, or you want to broaden it's appeal, or just simply make it better, get this book, you won't regret it.
Nto
I had expected the book to cover foundational concepts and cover information about tools that is specific to issues that arise in game development. The book covers some of that superficially, but more in an advisory tone, rather than a hands-on code specific way.

It's more of an overview of general techniques than an in-depth coverage of the topic of building tools that drive content or support games. Not directly useful to me, it turns out, but perhaps for others...
Zaryagan
Then, as a hobbyist, I'll just let you know that this book not only teaches, but flat you gives you some great modular code that you can work into many different types of tools.

There's also some great design principles covered that have improved my workflow, even though i'm currently working solo.
Dozilkree
This book uses the industry standard 'gem' (multi-article) layout. The articles are some of the best I have read on the subjects that they cover. The author was very thorough in his explanation of the techniques he presents and his writing style is very simple to follow and keeps you entertained.

This is by far the best tools book I have ever seen for the game industry. I would recommend this book for just about anyone: hobbyists, people just trying to break into the industry, and industry veterans. You're practically guaranteed to find several of the articles helpful. Excellent reference. Will be right next to my desk for years to come. I'm even going to buy an extra copy for the office.

Anthony Whitaker - Chief Technical Officer - Boanerges Studios, LLC.
Kemath
One of the most important parts of game development that is often neglected is the Toolset. Tools can be the difference between a top notch game that is delivered on time and one that is sub par and late.

This book covers many extremely useful topics, and the author uses C# and the .NET Framework 2.0 which are, in my opinion, the best option for rapid tool development.

I will be using this book as I plan and develop tools for my current and future projects.

Roy Eltham

Senior Programmer

Sony Online Entertainment
Lailace
I just received my copy of Game Engine Toolset Development and I have been unable to put the book down. The author gives a good introduction to .NET 2.0 and relates it to toolset development for games. The chapters are easy to read and follow and he gives good advice on how to build good tools. He could have looked at other toolsets to make the book more complete, but I see this book as a way to introduce students to game programming who have a basic programming background (Java, C++, C, Alice 2.0, etc.).