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Torque 3D Game Development Cookbook Paperback – Illustrated, 25 Jan. 2013
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Over 80 practical recipes and hidden gems for getting the most out of the Torque 3D game engine
Overview
- Clear step-by-step instruction and practical examples to advance your understanding of Torque 3D and all of its sub-systems.
- Explore essential topics such as graphics, sound, networking and user input.
- Helpful tips and techniques to increase the potential of your Torque 3D games.
In Detail
Torque 3D is a popular game engine that supports you in every step along the way to making your game a reality. Even with all of the power and tools that Torque 3D provides, finishing a high quality 3D game requires time and knowledge.
"Torque 3D Game Development Cookbook" is a practical guide that takes you through each of the major steps on the journey to creating your game, while learning a few tricks along the way.
The recipes in this book start off with learning some of the finer points about TorqueScript. The book then moves on to each of Torque 3D's subsystems and ends with a variety of game play recipes.
The various topics covered include activating level-specific game code and scheduling game events, dragging and dropping items between windows to work with an in-game inventory system, and covering the seams between objects with well placed decals. Some of the advanced topics include writing custom shaders and postFX, using zones to improve rendering performance, and enhancing your game's ambience through sound.
Once you are done with Torque 3D Game Development Cookbook you'll be on your way to creating amazing 3D games and gain expert knowledge of Torque 3D.
What you will learn from this book
- Game data manipulation and event scheduling using TorqueScript.
- Work with and display Torque 3D's built-in metrics to expose your game's performance characteristics.
- Improve your game's frame rate through proper zone and portal set up.
- Learn hidden TorqueScript secrets to ease game development.
- Set up standard RPG mouse controls and object manipulation
- Learn to create a drag-and-drop inventory front end.
- Go beyond the standard FPS weapon set-up to make each weapon unique.
- Refine the look of your game using various object animation capabilities and damage states.
- Work with multiplayer servers and pass game specific data to and from the client.
- Have your game communicate with various third party online services.
Approach
Cookbook; packed with recipes to help you create amazing 3D games with Torque. The recipes provide clear step-by-step instruction and practical examples to advance your understanding of Torque 3D and all of its subsystems.
Who this book is written for
The book is written for professional and indie game developers that have basic knowledge of TorqueScript, are acquainted with Torque 3D's built-in tools, and wish to take their skills to the next level. Having gone through the comprehensive Torque 3D 1.2 FPS game tutorial on the GarageGames website (or its equivalent) is assumed.
- Print length380 pages
- LanguageEnglish
- PublisherPackt Publishing
- Publication date25 Jan. 2013
- Dimensions19.05 x 2.18 x 23.5 cm
- ISBN-101849693544
- ISBN-13978-1849693547
Product description
About the Author
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Product details
- Publisher : Packt Publishing; Illustrated edition (25 Jan. 2013)
- Language : English
- Paperback : 380 pages
- ISBN-10 : 1849693544
- ISBN-13 : 978-1849693547
- Dimensions : 19.05 x 2.18 x 23.5 cm
- Customer reviews:
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Also, the book is definitely not for the raw beginner with Torque. Unlikely many other programming texts from Packt, there is no almost obligatory first chapter on how to install the package. Some readers will appreciate being able to jump right into Torque. You should also have done some game programming in some other language/s. So that concepts common to games, like an event loop and a physics engine won't seem a surprise here.
The semantic complexity of TorqueScript is minimal, as far as I can tell from cursory inspections of the snippets. Nice that statements close with a semicolon, but that is just my prediliction coming from a Fortran, C and java background. The object oriented nature of the script will be easy to adapt to, if you hail from any other common OO language. TorqueScript is built on top of C++, but deliberately lacks the notational complexity of C++. However you cannot entirely escape C++. Several places in the narrative explain features or limitations of TorqueScript in the context of features in the underlying C++. So yes, some prior background in C++ is an advantage.
The audio abilities are nice. The chapter on audio goes right into how to use 2d or 3d sound. The 3d sound is great for a game using a 3d environment. With nice touches like being able to use the distance in that environment between a sound emitter and a player to decide whether to send a sound event to the player's computer, depending on how far she is from the emitter in the game.
For multiplayer games, a chapter gives a quick runthrough of what you can do. I imagine there is a lot here that could be expanded upon.