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.
About the Author
Graham 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.
Anthony has found his niche as a game programmer at Raven Software. When he is not slaving away on Quake 4, he can be found reading and implementing white papers on various rendering related topics such as: occlusion culling, spatial partitioning, and shader development. He taught himself how to program over six years ago, and has been developing games ever since. Anthony received his Game Design and Development degree from Full Sail Real World Education, and was briefly employed there before getting hired at Raven Software in 2004.
In addition to his ongoing pursuit of knowledge, Anthony also enjoys contributing to the game development community by answering questions and taking part in discussions on the GameDev.net forums, as well as the official IRC channel (#gamedev) on the AfterNET IRC server.