3D Game Programming All in One, Third Edition [NOOK Book]

Overview

The latest edition of a bestselling book, 3D GAME PROGRAMMING ALL IN ONE, THIRD EDITION uses the Torque Game Engine technology to show readers how to quickly create their own professional quality games. Rather than getting bogged down in the details of programming, readers learn how to maximize all of Torque3D's powerful capabilities. A comprehensive guide to 3D game programming, the book provides an overview of the gaming industry, game engines, programming, 3D concepts, texturing and modeling, and even audio ...

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3D Game Programming All in One, Third Edition

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Overview

The latest edition of a bestselling book, 3D GAME PROGRAMMING ALL IN ONE, THIRD EDITION uses the Torque Game Engine technology to show readers how to quickly create their own professional quality games. Rather than getting bogged down in the details of programming, readers learn how to maximize all of Torque3D's powerful capabilities. A comprehensive guide to 3D game programming, the book provides an overview of the gaming industry, game engines, programming, 3D concepts, texturing and modeling, and even audio engineering. Once all the techniques are presented, readers will use all of their new skills to create a sample game. Featuring fifty percent new content this new edition features coverage of Torque3D - the newest version of the Torque Game Engine - pixel and vertex shaders, aggregation models, and advanced lighting features and capabilities.

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Product Details

  • ISBN-13: 9781435457454
  • Publisher: Cengage Learning
  • Publication date: 8/22/2012
  • Sold by: CENGAGE LEARNING
  • Format: eBook
  • Sales rank: 1,090,277
  • File size: 33 MB
  • Note: This product may take a few minutes to download.

Meet the Author

Kenneth C. Finney has been lead faculty member for the Game Art & Design program at the Art Institute of Toronto since 2004. He began programming in 1974 and his career as a software engineer included work on high-speed trading systems technology, armored fighting vehicle systems design, nuclear reactor safety and testing technology, robotic pharmaceutical systems and 3D game engine technology. In 1997 Ken was a recipient of the prestigious Conference Board of Canada ITX (Innovation in Technology Excellence) Award for his work on InScan[md]a high-speed document scanning system. At the turn of the millennium, Ken decided to pursue his passion for computer games, and began gradually moving out of the world of commercial and industrial technology and into the game development arena. Ken is the creator of the popular Tubettiworld online game and the ?QuicknDirty? game management tools for Novalogic?s Delta Force 2 game series. Ken is co-owner of Sprite House Games, a game company located in the Greater Toronto Area in Ontario, Canada, where he is working on producing several projects, including Juggernaut (in association with GarageGames), a 3D FPS tech demo for Torque 2.0 and Beast Forge, a TorqueX (XNA) game utilizing advanced AI techniques.

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Table of Contents

1. Introduction to 3D Game Development. 2. Introduction to Programming. 3. 3D Programming Concepts. 4. Game Programming. 5. Game Play. 6. Network. 7. The Core Folder. 8. Introduction to Textures. 9. Skins. 10. Creating GUI Elements. 11. Structural Material Textures. 12. Terrains. 13. Introduction to Modeling with MilkShape. 14. Making a Character Model. 15. Making a Vehicle Model. 16. Making Itels, Scenery, and Weapons. 17. Making Structures. 18. Making the Game World Environment. 19. Creating and Programming Sound. 20. Game Sound and Music. 21. Creating the Game Mission. 22. The Game Server. 23. The Game Client. 24. The End Game. Appendix A: Torque 3D Reference. Appendix B: Additional Resources. Appendix C: Game Development Tool Reference. Appendix D: GNU General Public License Index.

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