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    3D Game Programming All in One, Second Edition

    3D Game Programming All in One, Second Edition

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    Author: Kenneth Finney
    Publisher: Delmar
    Category: Book

    List Price: £37.54
    Buy New: £33.82
    You Save: £3.72 (10%)



    New (1) Used (8) from £30.82

    Avg. Customer Rating: 3.5 out of 5 stars 2 reviews
    Sales Rank: 304376

    Media: Paperback
    Edition: 2
    Number Of Items: 1
    Pages: 1085
    Shipping Weight (lbs): 4.9
    Dimensions (in): 9.1 x 7.4 x 2.8

    ISBN: 1598632663
    Dewey Decimal Number: 794.816693
    EAN: 9781598632668
    ASIN: 1598632663

    Publication Date: November 6, 2006
    Availability: Usually dispatched within 24 hours

    Also Available In:

      • Paperback - 3D Game Programming All in One (Course Technology PTR Game Development Series)

    Similar Items:

      • Advanced 3d Game Programming All in One
      • The Game Programmer's Guide to Torque: Under the Hood of the Torque Game Engine (GarageGames)
      • Creating Game Art for 3D Engines (Game Development)
      • Java Pocket Guide (Pocket Guides)
      • Torque for Teens (For Teens)

    Customer Reviews:

    3 out of 5 stars Good - but old version   July 21, 2007
    This book contains a lot of great information about how to 3D program in the Torque engine. Sadly this book is now out in a 2nd version, and the version here on amazon for some reason consistently remains version 1. I was unlucky and didnt realise this until it was too late - resulting in none of the code examples in the book working in a Vista PC. However this book goes through some of the 3D gaming concepts, and those concepts can be applied to all games no matter what game engine is being used. This book is VERY good IF you get the second version of it. The code examples in that one are for Torque version 1.4 and much more up to date.


    4 out of 5 stars good intro on how to use Torque   April 2, 2007
     2 out of 2 found this review helpful

    I'm about 3/4 of the way through this.
    This book is entirely on how to do games using Torque using the Torque Script which is basically very similar to C/C++.
    It goes through set up, network play, loading models, creating terrains, 3d movement of the character, collision detection, creating the gui, loading levels.
    This is great if you want an easy introduction to using a proper game engine. It also goes into reasonable depth on creating the art for Torque - milkshape for character modelling and animation, making vehicles and guns, paint shop pro for textures, quark for buildings/structures, creating terrains.
    Most of the examples you write build up into a game towards the end. I would strongly recommend this book if:

    1)You are a c/c++ programmer and have done a bit of game programming and want to get started using a proper engine
    2)You don't want to re-invent the wheel and want to use a game engine with built in networking and other common features
    3)an artist who wants an intro into setting up art to use in a game engine so you can team up with a programmer to help do your game.

    If you use all the Torque features you will be saving yourself years of programming - imagine doing networking for games from scratch ? Doing animation from scratch ? Guis? Level editor ? All of the above ? etc etc

    I would not recommend this book if you want to program games but haven't got c/c++ or good programming skills as it may seem a bit steep. Or if you're an artist and think you can get a game done using Torque without needing a programmer.

    So to summarise this is a useful, helpful intro to using Torque.
    Torque will save you years of development if you want to do a multilevel multiuser game. Not everything is covered though - AI is not covered nor can I work out from reading this how you could put AI into the game - I think that is covered by the next book "Advanced 3d game programming all in one".
    Also, it gives a good intro in how to use the arts tools to create characters. This should be enough for programmers to understand the issues an artist may have. It should also be enough for artists to get started. However, if I were you I'd focus your efforts on one or the other, make friends with someone who can do the other parts as doing the programming and arts is too much for one person in reality.

    I wish I had used it now - I've been doing hobbyist games for 3 years now - this would have saved me about 18 months of these three years as I always ended up having to re-invent common gaming solutions.



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