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Game engine toolset development / Graham Wihlidal.

By: Material type: TextTextPublication details: Boston, MA : Thomson Course Technology, 2006.Description: xviii, 621 p. : ill. ; 23 cmISBN:
  • 1592009638
  • 9781592009633
Subject(s): Review: Developing a core foundation of tools that can be used from one project to the next is a skill that can save a tremendous amount of time and money. Although toolset development is a broad topic, this book provides you with a comprehensive set of skills designed to aid you in the development of game engine tools. Utilizing the C# language and the Microsoft .NET 2.0 Framework, you will study toolset development methodologies that will help you successfully complete your project while significantly reducing the time required for the construction phase. If you have a working knowledge of C# and the .NET Framework, then you have everything you need to begin creating your own game engine tools.
Holdings
Item type Current library Call number Status Date due Barcode
Standard Loan Thurles Library Main Collection 794.8 WIH (Browse shelf(Opens below)) Available 39002100503946

Enhanced descriptions from Syndetics:

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.

Includes Bonus Web sites chapters on web site--P. xvi.

Includes index.

Developing a core foundation of tools that can be used from one project to the next is a skill that can save a tremendous amount of time and money. Although toolset development is a broad topic, this book provides you with a comprehensive set of skills designed to aid you in the development of game engine tools. Utilizing the C# language and the Microsoft .NET 2.0 Framework, you will study toolset development methodologies that will help you successfully complete your project while significantly reducing the time required for the construction phase. If you have a working knowledge of C# and the .NET Framework, then you have everything you need to begin creating your own game engine tools.

Table of contents provided by Syndetics

  • Part 1 Toolset Design Fundamentals
  • 1 What is a Tool? What is a Toolset?
  • 2 Why Use C#? Why Use .NET?
  • 3 Examples of Commercial Toolsets
  • 4 Everything Starts with a Plan
  • 5 Development Phases of a Tool
  • 6 Measurement Metrics for Tool Quality
  • 7 Fundamentals of User Interface Design
  • 8 Distributed Componential Architecture Design
  • 9 Solutions to Bridge Domain Gaps
  • 10 Unit Testing with NUnit
  • 11 Code Documentation with NDoc and XML
  • 12 Microsoft Coding Conventions
  • 13 Enforcing Coding Policies with FxCop
  • 14 Best Practices for Robust Exception Handling
  • Part 2 Techniques for Arbitrary Tools
  • 15 Compressing Data to Reduce Memory Footprint
  • 16 Protecting Sensitive Data with Encryption
  • 17 Generic Batch File Processing Framework
  • 18 Ensuring a Single Instance of an Application
  • 19 Implementing a Checksum to Protect Data Integrity
  • 20 Using the Property Grid Control with Late Binding
  • 21 Adding Printing Support for Arbitrary Data
  • 22 Flexible Command Line Tokenizer
  • 23 Layering WinForms on Console Applications
  • 24 Overview of Database Access with ADO.NET
  • Part 3 Techniques for Graphical Tools
  • 25 Using Direct3D Swap Chains with MDI Applications
  • 26 Constructing an Aesthetic Texture Browser Control
  • 27 Converting from Screen Space to World Space
  • 28 Asynchronous Input Device Polling
  • Part 4 Techniques for Network Tools
  • 29 Distributed Computing using .NET Remoting
  • 30 Downloading Network Files Asynchronously
  • Part 5 Techniques for Legacy Interoperability
  • 31 Exchanging Data between Applications
  • 32 Interacting with the Clipboard
  • 33 Using .NET Assemblies as COM Objects
  • 34 Building a Managed Wrapper with C++/CLI
  • 35 Managing Items in the Recent Documents List
  • Part 6 Techniques to Improve Performance
  • 36 Playing Nice with the Garbage Collector
  • 37 Using Unsafe Code and Pointers
  • 38 Investigating Managed Code Performance
  • 39 Responsive UI during Intensive Processing
  • Part 7 Techniques to Enhance Usability
  • 40 Designing an Extensible Plugin-Based Architecture
  • 41 Persisting Application Settings to Isolated Storage
  • 42 Desiging a Reusable and Versatile Loading Screen
  • 43 Writing Context Menu Shell Extensions
  • Part 8 Techniques to Increase Productivity
  • 44 Automating Workflow using Job Scheduling
  • 45 MVC Object Model Automation with CodeDom
  • Part 9 Techniques for Deployment and Support
  • 46 Deployment and Versioning with ClickOnce
  • 47 Testing for the Availability of the .NET Framework
  • 48 Building and Customizing an MSI Installer
  • 49 Determining Binary File Differences

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