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MARC record from Internet Archive

LEADER: 03821cam 2200541Ma 4500
001 ocm70773765
003 OCoLC
005 20201130034348.0
008 040625s2004 maua ob 001 0 eng d
006 m o d
007 cr cn|||||||||
010 $z 2004014970
040 $aINU$beng$epn$cINU$dOCLCG$dOCLCQ$dDKDLA$dADU$dE7B$dOCLCQ$dOCLCF$dOCLCQ$dOCLCO$dOCLCQ$dEBLCP$dDEBSZ$dOCLCQ$dAZK$dLOA$dCNNOR$dMOR$dPIFBR$dZCU$dMERUC$dOCLCQ$dU3W$dBRL$dSTF$dWRM$dNRAMU$dICG$dINT$dVT2$dAU@$dOCLCQ$dA6Q$dDKC$dOCLCQ
019 $a479557085$a614563812$a646728536$a756511603$a961581638$a962643502$a966196504$a988529672$a992028141$a1037495060$a1037940054$a1038560141$a1045497351$a1055356245$a1081239810$a1083551594
020 $a9781584503422$q(pbk. ;$qalk. paper)
020 $a1584503424$q(pbk. ;$qalk. paper)
020 $z1584503424$q(pbk. ;$qalk. paper)
035 $a(OCoLC)70773765$z(OCoLC)479557085$z(OCoLC)614563812$z(OCoLC)646728536$z(OCoLC)756511603$z(OCoLC)961581638$z(OCoLC)962643502$z(OCoLC)966196504$z(OCoLC)988529672$z(OCoLC)992028141$z(OCoLC)1037495060$z(OCoLC)1037940054$z(OCoLC)1038560141$z(OCoLC)1045497351$z(OCoLC)1055356245$z(OCoLC)1081239810$z(OCoLC)1083551594
050 4 $aQA76.76.C672$bC38 2004eb
082 04 $a794.8/1526$222
100 1 $aCarter, Ben,$d1979-
245 14 $aThe game asset pipeline /$cBen Carter.
260 $aHingham, Mass. :$bCharles River Media,$c©2004.
300 $a1 online resource (xviii. 302 pages) :$billustrations
336 $atext$btxt$2rdacontent
337 $acomputer$bc$2rdamedia
338 $aonline resource$bcr$2rdacarrier
347 $adata file$2rda
504 $aIncludes bibliographical references and index.
588 0 $aPrint version record.
520 8 $aAnnotation 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.
505 0 $aAcknowledgments -- Contents -- Preface -- 1 Introduction -- 2 Where Do Assets Come From? -- 3 A High-Level View of Asset Management -- 4 Building an Asset Management System -- 5 Texture and Image Processing -- 6 Geometry Processing -- 7 Audio and Video Processing -- 8 Environment Processing -- 9 Managing Asset Processing -- 10 Final Data -- Bibliography -- Index.
650 0 $aComputer games$xProgramming.
650 0 $aVideo games$xDesign.
650 7 $aComputer games$xProgramming.$2fast$0(OCoLC)fst00872114
650 7 $aVideo games$xDesign.$2fast$0(OCoLC)fst01166425
655 4 $aElectronic books.
776 08 $iPrint version:$aCarter, Ben, 1979-$tGame asset pipeline.$dHingham, Mass. : Charles River Media, ©2004$w(DLC) 2004014970
856 40 $3ebrary$uhttp://site.ebrary.com/id/10074869
856 40 $uhttps://ebookcentral.proquest.com/lib/uvic/detail.action?docID=3135797
856 40 $zEbook from the Algonquin College Digital Library$uhttps://ra.ocls.ca/ra/algologin.aspx?inst=algonquin&url=https://ebookcentral.proquest.com/lib/algonquin-ebooks/detail.action?docID=3135797
938 $aebrary$bEBRY$nebr10074869
029 1 $aAU@$b000053016218
029 1 $aDEBBG$bBV044096729
029 1 $aDEBSZ$b449642658
029 1 $aNZ1$b12019030
994 $aZ0$bP4A
948 $hNO HOLDINGS IN P4A - 69 OTHER HOLDINGS