Advanced 3D Game Programming All in One / Edition 1

Advanced 3D Game Programming All in One / Edition 1

by Kenneth C Finney
     
 

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ISBN-10: 1592007333

ISBN-13: 9781592007332

Pub. Date: 08/24/2005

Publisher: Cengage Learning


Unlike other books on the market, "Advanced 3D Game Programming All in One" takes a comprehensive approach, covering 3D game programming, art and design in one book. Written for intermediate to advanced level game programmers who want to take their skills to the next level, the book uses the Torque Game Engine to show readers how they can quickly create their own

Overview


Unlike other books on the market, "Advanced 3D Game Programming All in One" takes a comprehensive approach, covering 3D game programming, art and design in one book. Written for intermediate to advanced level game programmers who want to take their skills to the next level, the book uses the Torque Game Engine to show readers how they can quickly create their own high quality games. The book focuses on how to use a game engine to maximum effect, revealing and explaining the inner workings of the Torque Game Engine. Advanced 3D game programming topics such as the applications of artificial intelligence, terrain techniques, inclusion simulations and control concepts, and scripting tutorials are all covered. "Advanced 3D Game Programming All in One" is written in friendly, conversational tone and includes hands-on programming practice and figures and tables for support, with all of the necessary tools and resources supplied on the accompanying CD.

Product Details

ISBN-13:
9781592007332
Publisher:
Cengage Learning
Publication date:
08/24/2005
Edition description:
BK&CD-ROM
Pages:
650
Product dimensions:
7.42(w) x 9.16(h) x 1.53(d)

Table of Contents


PART I - Advanced Script Programming 1. A Target-Rich Environment 2. Working with Torque Script 3. Vectors and Matrices 4. 3D Using Torque Scripts PART II - Artificial Intelligence 5. Easing into Artificial Intelligence 6. Using AI in Games 7. Artificial Enemies 8. Interactive AI 9. Group Behaviors PART III - Enhanced Game Programming 10. Damage Control 11. Making it Real 12. Spicing it Up 13. Online Game Services Using PHP PART IV - Enhanced Game Modeling 14. Structure Modeling 15. Shape Modeling 16. Variable Skins Appendix A - The Torque Reference Appendix B - Additional Resources

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