Game Development Reference
In-Depth Information
Part III
Third-Party Tools
So far, this topic has described some ways to approach your asset pipeline and
what tools you might have decided to build to improve your workflow and produc-
tivity.
In this part, we discuss how to use some tools that are made by third-party
vendors. We start off with an article on “Vector Displacement in the Sculpting
Workflow”( Chapter 16 ), which generates images that are simply gorgeous. Speak-
ing of gorgeous images, Lambe and Roufas have contributed a chapter on a texture
synthesizing tool called Genetica which has some very compelling results ( Chap-
ter 18 ).
Pretty images aren't everything though (I think my 3D Graphics Guy card just
revoked for that statement). We have a chapter on using TBB to increase your
frame rate ( Chapter 17 ), on YAML to configure your severs ( Chapter 20 ), Parallel
Nsight to find your graphics bottlenecks ( Chapter 21 ), and FBX to make importing
your 3D files trivial ( Chapter 22 ).
You doubtlessly know about many of these tools. Hopefully, these articles will
open up new insights into using them in your projects that will gain you performance
and improve your workflow.
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