A 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.
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 sub-systems 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 will be considered a developer with expert knowledge of Torque 3D.
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.
|Product dimensions:||7.50(w) x 9.25(h) x 0.78(d)|
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I would perhaps not take literally the title of the first chapter - "TorqueScript: the only script you need to know". Give the author some room for hyperbole. The code snippets throughout the book are available from the Packt publisher's website. Saves you time typing them and also possibly some space in the book, because Wyand was then able to only focus on these snippets without having to furnish in hardcopy more of the accompanying set up. 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.