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Multiplayer Gaming and Engine Coding for the Torque Game Engine
 
 

Multiplayer Gaming and Engine Coding for the Torque Game Engine [Paperback]

Edward F. Maurina (Author)
4.8 out of 5 stars  See all reviews (5 customer reviews)

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Book Description

May 12, 2008 1568814224 978-1568814223 Pap/Cdr
Multiplayer Gaming and Engine Coding for the Torque Game Engine shows game programmers how to get the most out of the Torque Game Engine (TGE), which is an inexpensive professional game engine available from GarageGames. This book allows people to make multiplayer games with TGE and also tells them how to improve their games by modifying the engine source code itself. After reading this book and completing the exercises on the accompanying CD, game programmers will be well prepared to make their own complex, exciting games using the Torque Game Engine.

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Multiplayer Gaming and Engine Coding for the Torque Game Engine + The Game Programmer's Guide to Torque: Under the Hood of the Torque Game Engine (GarageGames) (Garagegames S.) + Torque for Teens (For Teens (Course Technology))
Price For All Three: $117.86

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Editorial Reviews

Review

" ""Game programmers receive an in-depth, advanced guide to getting the most out of the Torque Game Engine, and [the book] comes from a long-time Torque programmer and trainer who knows his stuff. Discussions and descriptions of the components of the program teach [readers] how to make better games – and even how to modify the engine and source code itself. Computer libraries strong in gaming will know of Torque – and will value this important guide."" -California Bookwatch, August 2008
""The Torque gaming engine has much potential to offer developers. 'Multiplayer Gaming and Engine Coding for the Torque Game Engine' is a reference manual focusing on the titular subjects and how the Torque game engine can be used to create remarkable games. Not for beginners, the book assumes basic familiarity with Torque, and the advanced approach will be appreciated by those who want to get right to learning new techniques instead of reviewing old ones. An accompanying CD-ROM is included to assist the learning experience, making Multiplayer Gaming and Engine Coding for the Torque Game Engine a must for aspiring Torque masters."" -Library Bookwatch, September 2008"

About the Author

Edward F. Maurina III is a long-time Torque programmer and trainer. He is co-owner and lead designer at Hall Of Worlds, LLC. an independent game studio and developer of educational products. A computer enthusiast since the age of nine, he turned an avocation into a vocation. He began programming in 1981 and has since programmed variously as an intelligence-applications programmer (United States Air Force), as an independent educational contractor, as a senior engineer (Intel Corp.), and most recently at his own company (Hall Of Worlds) making games and educational products. Ed continues to write about Torque and work on Torque-based games and products. He is the author of The Game Programmer s Guide to Torque: Under the Hood of the Torque Game Engine (A K Peters, 2006).

Product Details

  • Paperback: 450 pages
  • Publisher: A K Peters; Pap/Cdr edition (May 12, 2008)
  • Language: English
  • ISBN-10: 1568814224
  • ISBN-13: 978-1568814223
  • Product Dimensions: 9 x 7.5 x 1.1 inches
  • Shipping Weight: 1.8 pounds (View shipping rates and policies)
  • Average Customer Review: 4.8 out of 5 stars  See all reviews (5 customer reviews)
  • Amazon Best Sellers Rank: #1,155,539 in Books (See Top 100 in Books)

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Average Customer Review
4.8 out of 5 stars (5 customer reviews)
 
 
 
 
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2 of 2 people found the following review helpful:
5.0 out of 5 stars Excellent follow-up to the first one, February 3, 2010
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Scott Zarnke (Brookfield, WI USA) - See all my reviews
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This review is from: Multiplayer Gaming and Engine Coding for the Torque Game Engine (Paperback)
This is the second book on TGE by Ed Maurina. Another review noted it does not cover as much. True, it is a little smaller, but I think it is intended as a follow-up to the first book (The Game Programmer's Guide to Torque). It covers some more advanced stuff than the first one , and assumes the reader has some knowledge from the first book. I read both and own this one; I regularly go back to it as a reference. It clearly explains the client-server model of Torque (necessary knowledge, important even for single-player games) as well as Torque's much-praised networking system. The concepts of DataBlocks and NetGhosts can be tricky, but Ed makes it easy to understand. Bare in mind, some of the more intricate coverage of datablocks is in the first book, so I recommend getting both.

It also gives a rundown of the engine code, covering the basic classes you typically work and how to create your own classes based on them. Finally, there is some very valuable info on debugging and performance tuning via profiling.

Ed's style of writing is in-depth, but still accessible; easy-to-understand, but not patronizing. In short, it never felt like a chore reading it. In fact, I rather enjoyed it.

One caveat, it does deal specifically with the Torque Game Engine (TGE), so may be just a little bit dated (though it was published in 2008, so not too old). But if you are using TGEA, the main difference in that is the use of shaders; the TorqueScript language and much of the engine is still the same, so this book is still very useful. Even for T3D, these books are highly recommended, you just need to pay attention to differnces in the code.
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2 of 2 people found the following review helpful:
5.0 out of 5 stars Computer libraries strong in gaming will know of Torque - and will value this important guide, August 17, 2008
This review is from: Multiplayer Gaming and Engine Coding for the Torque Game Engine (Paperback)
Game programmers receive an in-depth, advanced guide to getting the most out of the Torque Game Engine, and comes from a long-time Torque programmer and trainer who knows his stuff. Discussions and descriptions of the components of the program teach how to make better games - and even how to modify the engine and source code itself. Computer libraries strong in gaming will know of Torque - and will value this important guide.
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1 of 4 people found the following review helpful:
4.0 out of 5 stars It's Good., October 24, 2008
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This review is from: Multiplayer Gaming and Engine Coding for the Torque Game Engine (Paperback)
Bought it after reading Ed's first book. This one is not quite as good as it doesn't cover as many topics. It is still well worth the money as what it covers it does an excellent job of. Includes many exercises on the CD.
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Inside This Book (learn more)
Key Phrases - Statistically Improbable Phrases (SIPs): (learn more)
multiplayer games, simobj ect, sceneobj ect, custom collision mesh, active collider, new game classes, datablock definitions, ghost updates, collision meshes, datablock class, console methods, engine source code, ghost indexes, exercise kit, dirty masks, console functions, porting layer, boolean value specifying, persistent field, game phases, using escape sequence, master server, test compile, render code, ect class
Key Phrases - Capitalized Phrases (CAPs): (learn more)
Exercise Summary Location, Hello World, Torque Game Engine, Mission Item, Advanced Scripting, Torque Standard Library, Derivation Recipe Step, Prepare the Template Files, Override Inherited Methods, Starter Kit, Down Ioad, Method Used, Torque Rocks, World Editor Creator, Big Dog, Override Needed, The Consoleobj, Visual Studio, Bits Received, Multíplayer Games, Torque Math, Engine Component Purpose, Starting the Main Loop, Environment Item, Game Connect
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