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THE GAME ASSET PIPELINE : Brand NEW !!!

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Ended:Nov 08, 200903:18:54 PST
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Item number:390114800269
Item location:Phoenix,AZ, United States
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Item specifics - Textbooks, Education
Author: Ben CarterFormat: Paperback
Publisher: Charles River MediaISBN-10: 1584503424
ISBN-13: 9781584503422Educational Level: Professional
Product Type: TextbookPublication Year: 2004
Subject: Computers & InternetLanguage: English
Condition: Brand New  
Detailed item info
Details
Series:Game Development Series

Size
Length:302 pages
Height:9.0 in.
Width:7.3 in.
Thickness:1.0 in.
Weight:27.2 oz.

Publisher's Note
Many of today's computer games are mega productions with huge teams and budgets, vast quantities of content, and crunched schedules. Getting these games to market is not an easy feat. Just managing the creation of content and getting that content into the right place at the right time is an enormous challenge. Hundreds of development hours are lost dealing with asset and pipeline issues, so the need for a working system is immense. The Game Asset Pipeline is written for tools programmers, producers, and managers who need to know how to create such a system. The solutions and ideas presented in the book cover current technology and methods that can be used to design and implement an asset management system.


Portions of this page Copyright 1995 - 2009 Muze Inc. All rights reserved.

THE GAME ASSET PIPELINE

Condition: BRAND NEW !

Our REF: V114_121D_N_1584503424_S_72

THE GAME ASSET PIPELINE

The Game Asset Pipeline

Edition: 01

Author(s): Carter, Ben

ISBN10:  1584503424

ISBN13:  9781584503422

Format:  Paperback

Pub. Date:  9/3/2004

Publisher(s): CHARLES RIVER MEDIA

 

 

DESCRIPTION:

 

Intended for game, tool, and engine programmers, this book offers guidance on building an asset management system for testing assets—such as textures, character models, maps—during the game development process. It describes algorithms for processing images, geometry, sound, and video, a program for managing the execution of the tools performing the processing, and the final data packing procedure.

 

Biography

 

Ben Carter (Guildford, England) has been writing about the games industry and other topics since 1995. His articles have appeared in magazines and newspapers, including Edge, Super Play, The Irish Times, G4 Ireland, Manga Max, Game Developer, Develop, and CTW. He has also contributed to the Eurogamer Web site and was a speaker at ECTS/GDC Europe 2003. Since 1997, he has been working in various areas of game development, most recently as an engine/technology programmer on titles including Battle Engine Aquila and Harry Potter and the Prisoner of Azkaban.

Table of Contents

Acknowledgments v
Preface xvii
Introduction 1
Offline Processing 2
Beating the RAM Barrier 3
Streaming 4
Other Factors 5
The Asset Pipeline 6
The Asset Feedback Loop 6
The Structure of Game Assets 8
Builds 10
Version Control 10
Asset Dependencies 11
Data Validation 12
Error Handling 13
Workflow 14
Conclusion 15
Where Do Assets Come From? 17
Tool Integration 18
Adding Features 19
Naming Conventions 20
Additional Data Fields 20
Plug-in Objects 21
Custom Export Tools 22
Data Formats 23
2D Bitmap Data 23
Audio Data 25
Video Data 26
3D Object Data 28
Custom Intermediate File Formats 29
Text or Binary? 30
File Structure 32
Wrapper Formats 34
XML 37
Conclusion 39
A High-Level View of Asset Management 41
Why Asset Management Is Not Source Control 42
Differences in Data 43
Handling Very Large Files 44
Asset Identification 47
Metadata 47
Change Tracking and History 48
Broken Data 50
Dealing with Broken Assets 51
Local Changes 53
Asset Building Shortcuts 54
Unrepresentative Previews 55
Runtime Editing 56
Synchronizing Code and Data 57
Integrating Code into the Asset Pipeline 58
Building a Distribution Package 60
Automated Testing 60
Conclusion 61
Building an Asset Management System 63
Storage Systems 64
Native Filing Systems 64
CVS 66
Subversion 67
Bitkeeper 68
Perforce 69
Alienbrain 70
Databases 72
Transactions and Locking 73
Operation Queues 74
Record Locking 74
Separating Metadata and File Locks 75
Client/Server Architecture 76
Clientless Architectures 77
The Client/Server Boundary 77
Using File Sharing Protocols 78
Intelligent File Updating 79
Client Tools 80
GUI Tools 80
Command-Line Tools 80
Shell Integration 81
Managing the Local Repository 81
Preventing Unwanted File Modifications 82
Handling Temporary Files 83
Client Tool UI and Functionality Considerations 83
Hierarchies and Views 83
Separating Projects 85
Sharing Files between Projects 86
Searching 86
Unique Identifiers 87
Linking Files 88
Metadata 89
Workflow Control 91
Preview Functionality 93
Showing Asset Modifications 95
Access Controls and Security 95
Using Views to Control Access 96
External Security 97
Providing an External API 97
Single and Multiple Client Models 98
Interface State 99
High-Level APIs 100
Scripting Support 100
Change Notification Handling 101
Caching Strategies 102
Archiving and Purging Data 105
Choosing Which Asset Revisions to Remove 105
Deleting Files 106
Archiving Files 106
Manually Purging Assets 108
Conclusion 109
Texture and Image Processing 111
Textures 112
Texture Swizzling 112
Texture Compression 115
Performing Texture Compression 115
Texture Quantization 116
Texture Resizing 117
Conforming Textures 120
Color Reduction 121
Dithering 129
Ordered Dithering 129
Error Diffusion Dithering 130
Dithering Textures 131
Using Alternative Color Spaces 132
The YUV Color Space 133
Conclusion 135
Geometry Processing 137
Mesh Data 138
Indexed Vertices 140
Model Hierarchy Information 141
Mesh Geometry Processing 141
Stripification 141
Building Triangle Strips 142
The Greedy Algorithm 143
The SGI Algorithm 145
Back-Face Culling and Winding Order 146
Merging Strips 148
Making Use of Draw-Cancel Flags 149
Strips versus Lists 151
Vertex Cache Optimization 152
Triangle Lists 154
Depth Sorting 155
Sanitizing Input Data 157
Orphaned Data 158
Vertex Welding 158
Removing Degenerate Triangles 159
Non-Coplanar Polygons 160
Regular Mesh Subdivision 161
Clipping Triangles 162
Clipping Polygons 163
Geometry Compression 169
Compressing Vertex Positions 169
Bone Weight Processing 172
Removing Redundant Bone Associations 172
Using Pre-Multiplied Bones 173
Constructing Composite Bones 173
Subdividing Skinned Meshes 174
Building Bounding Volumes 175
Axis-Aligned Bounding Boxes 176
Bounding Spheres 176
Oriented Bounding Boxes 178
Convex Hulls 180
Interior Bounding Volumes 184
Transparency and Bounding Volumes 186
Generating Multiple Bounding Volumes 186
Bounding Volumes for Animated Meshes 189
Bounding Volumes for Skinned Meshes 190
Performing Vertex Compression with Animated Bounding Boxes 193
Mesh Hierarchy Processing 193
Collapsing Nodes 194
Removing Leaf Nodes 195
Merging Nodes 195
Level of Detail Simplification 197
Hierarchy Merging 197
Polygon Reduction 199
Generating Imposter Sprites 204
Using Imposter Geometry 206
Audio and Video Processing 209
Audio 209
Resampling 210
Looping Samples 212
Audio Compression 212
ADPCM 213
MP3 214
Scripting Languages 216
Compiling Script Code 216
Deriving Dependencies from Scripts 216
Video 217
Video Compression 218
Localizing Video 220
Subtitles 221
Video Standard Conversion 221
Conclusion 222
Environment Processing 223
BSP Trees 224
Building a BSP Tree 225
Potentially Visible Sets 228
Portals 228
Ray Casting 229
Beam Casting 230
Routing Information 230
Accessibility Information 231
Connectivity Information 233
Precalculated Lighting 234
Vertex Lighting 234
Lightmaps 235
Volumetric Lighting 237
Conclusion 238
Managing Asset Processing 241
Dependency-Based Processing 242
Determining Asset Dependencies 245
Determining When Assets Have Changed 246
Handling Code Changes 247
The Make Tool 249
Descriptor File Syntax 249
Advantages and Limitations of Make 253
Output Data Formats 254
Standardizing Wrapper Formats 254
Including Metadata 255
Memory Ready and Parsed Formats 256
Byte Order Considerations 258
Handling File Interdependencies 259
Building Robust Tools 260
Be Lenient in What You Accept, but Strict in What You Output 260
Handling Tool Failure 261
Debugging the Pipeline 264
Maintaining Data Integrity 265
Interfacing to Existing Systems 266
Conclusion 267
Final Data 269
File Packing 270
Packed File Formats 271
Handling Very Large Package Files 271
Using Multiple Package Files 272
Obfuscating Data 272
Data Layout 273
Optimizing Linear Loading Procedures 273
Optimizing Streaming 274
Audio Streams 275
Interleaved Streams 275
Integrity Checking 276
Digital Signatures 278
Public Key Signatures 280
Cryptographic Hashing 280
Using Cryptography in Games 281
Encryption 282
What to Encrypt 283
Compression 284
What Can Be Compressed? 284
Compression Schemes 284
Other Compression Issues 286
Distribution Media 287
CD-ROMs 287
DVDs 288
Cartridges 288
Hard Discs 288
Internet Distribution 289
After Shipping 290
Data Archival 290
Patching Data 292
Conclusion 295
Bibliography 297
Index 299

 

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For question, email us: vasantabhyanker@gmail.com. In case you experience difficulty in contacting us through email, please fax us: Fax: 602-522-8720 or write us to: Computer Bench, P. O. Box 66821, Phoenix AZ 85082.

 





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