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OverviewToolset 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. Full Product DetailsAuthor: Graham WihlidalPublisher: Cengage Learning, Inc Imprint: Premier Press Edition: New edition Dimensions: Width: 18.80cm , Height: 3.70cm , Length: 23.10cm Weight: 1.270kg ISBN: 9781592009633ISBN 10: 1592009638 Pages: 640 Publication Date: 01 March 2006 Audience: College/higher education , Tertiary & Higher Education Format: Mixed media product Publisher's Status: Active Availability: In Print ![]() This item will be ordered in for you from one of our suppliers. Upon receipt, we will promptly dispatch it out to you. For in store availability, please contact us. Table of ContentsReviewsPart 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 Author InformationGraham Wihlidal is a consultant at CGI Group, specializing in Microsoft technologies at an enterprise level. Prior to his current employment, he was the lead developer of a distributed workflow automation framework using C#.NET, SQL Server and Windows SharePoint Services. He has several years of experience as a freelance developer and consultant, designing and implementing business software solutions with C#, C++ and Java for a variety of sectors. Aside from normal development work, he also has experience as a configuration manager for Rational ClearCase at an enterprise level. Graham graduated Computer Systems Technology at the head of his class while attending the Northern Alberta Institute of Technology, and is also a Microsoft Certified Solution Developer and an Early Adopter for .NET 2.0. Aside from his professional life, Graham has been an active member in the game development community for the past seven years, with an undying passion to both play and develop computer games. In his spare time he is constructing a high-performance 3D engine and accompanying toolset. Tab Content 6Author Website:Countries AvailableAll regions |