01818cam a2200301Ia 4500001001500000003000800015005001700023006001900040007000700059008004100066020003200107040002100139245007900160250001200239260006500251300005500316500002700371504005100398505008100449520065800530530003701188538003601225650003301261655002801294700002001322776001801342856015601360AKP0KE13250PDFFlBoTFG20171224123826.0m|||||o||d||||||||cr||||110705s2011 fluaf sb 001 0 eng d a9781439867723 (ebook : PDF) aFlBoTFGcFlBoTFG00aGame development toolsh[electronic resource] /cMarwan Y. Ansari, editor. a1st ed. aBoca Raton, Fla. :bCRC Press/Taylor & Francis Group,c2011. axv, 327 p., [16] p. of plates :bill. (some col.). a"An A.K. Peters book." aIncludes bibliographical references and index.0 a1. Philosophy and methodology -- 2. Buildable tools -- 3. Third-party tools. a"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"--cProvided by publisher. aAlso available in print edition. aMode of access: World Wide Web. 0aComputer gamesxProgramming. 7aElectronic books.2lcsh1 aAnsari, Marwan.1 z978156881432240uhttp://marc.crcnetbase.com/isbn/9781439867723qapplication/PDFzDistributed by publisher. Purchase or institutional license may be required for access.