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Torque 3D Game Development Cookbook Paperback – January 25, 2013


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Product Details

  • Paperback: 380 pages
  • Publisher: Packt Publishing (January 25, 2013)
  • Language: English
  • ISBN-10: 1849693544
  • ISBN-13: 978-1849693547
  • Product Dimensions: 0.8 x 7.4 x 9.1 inches
  • Shipping Weight: 1.5 pounds (View shipping rates and policies)
  • Average Customer Review: 4.6 out of 5 stars  See all reviews (10 customer reviews)
  • Amazon Best Sellers Rank: #1,045,379 in Books (See Top 100 in Books)

Editorial Reviews

About the Author

David Wyand

David Wyand has been using GarageGames' Torque Game Engine for the past 10 years. Among his other interestes are 3D graphics applications, computer networking and Artificial Intelligence for computer games.


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Customer Reviews

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If your using Torque 3d to develop with, you have to get this book!
bsmith
So even if you are a beginner, you will find solutions to problems that you are likely to face on day one.
Konrad Kiss
Each of the "recipes" are well written and focus on one particular topic.
3DModelerMan

Most Helpful Customer Reviews

2 of 2 people found the following review helpful By W Boudville HALL OF FAMETOP 1000 REVIEWERVINE VOICE on April 14, 2013
Format: Paperback
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.
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4 of 5 people found the following review helpful By Konrad Kiss on February 21, 2013
Format: Paperback
David Wyand's Torque 3D Game Development Cookbook is aimed at developers who are already familiar with the Torque 3D engine but who want to improve their level of knowledge or who look for quick and concise solutions to specific problems - carefully hand-picked problems that are likely to surface during the development of any game. This prerequisite and the game developer terminology used throughout the book make it one of the very few intermediate to advanced level guides that are available today.

I was a technical reviewer for this book - this made me one of the book's earliest critics. Being a game developer and having worked with this particular engine for many years, my personal wish was to help create a book that goes beyond the widely accessible pieces of information in terms of content and tries to dig deeper. David Wyand's book meets and exceeds this expectation.

It is not for absolute beginners - at least not without minimal preparation. It often assumes knowledge of terms and engine features for specific recipes. Such an example would be shaders and CustomMaterial. The book explains how you can make good use of CustomMaterials, but it assumes you have an idea about what a shader is - which I find fair. It doesn't waste your time explaining what a shader is - this information is available through a number of sources online - but it will tell you how you can hook up your custom shader to create unique materials.

The great thing about a cookbook is that requirements change recipe by recipe. So even if you are a beginner, you will find solutions to problems that you are likely to face on day one.
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1 of 1 people found the following review helpful By drastik on April 27, 2013
Format: Paperback
I found this to be perfect for my current level of understanding in Torque. I like that it doesn't begin with how to download & install the SDK, setting up an IDE, and so forth. It jumps right into what someone in my position is looking for: de-mystifying the code with great explanation and examples.

I was very excited that it went into detail about inventory & client<->server communication. That had always been a cloudy subject between game engines that I have coded for. I definitely feel that with what I've read already, and having this book by my side, I can jump back into development with a greater understanding and accomplish more than I was able with google & documentation :)

The book on Packt: [...]
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By Davon Williams on September 12, 2013
Format: Kindle Edition Verified Purchase
this was a great help in programming beyond the basics of torque.
It provided just enough advice and was very readable
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By Ahmad on April 15, 2013
Format: Paperback
A perfect book for the people who want to learn the intermediate & advance level of Torque game engine base on step by step explanation & screenshots. Great work by the Author
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