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Unreal Tournament Game Programming for Teens (For Teens (Course Technology)) Paperback – December 7, 2006

ISBN-13: 978-1598633467 ISBN-10: 1598633465 Edition: 1st

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Product Details

  • Series: For Teens (Course Technology)
  • Paperback: 304 pages
  • Publisher: Cengage Learning PTR; 1 edition (December 7, 2006)
  • Language: English
  • ISBN-10: 1598633465
  • ISBN-13: 978-1598633467
  • Product Dimensions: 0.7 x 7 x 9.5 inches
  • Shipping Weight: 1.4 pounds (View shipping rates and policies)
  • Average Customer Review: 3.0 out of 5 stars  See all reviews (1 customer review)
  • Amazon Best Sellers Rank: #2,119,677 in Books (See Top 100 in Books)

Editorial Reviews


CHAPTER 1. GETTING STARTED Unreal Ed and Unreal Tournament Viewing Unreal Tournament features CHAPTER 2. SETTING UP TO PROGRAM WITH UNREALSCRIPT Hello World with Unreal Script Variables Operators and operators The Guessing Game CHAPTER 3. BASIC PROGRAMMING ACTIVITIES Repetition Methods Arrays Classes CHAPTER 4 MODIFYING A WEAPON Inheritance Overloading Overriding Adding customized ammo Loading our work into the game CHAPTER 5 CREATING YOUR OWN LEVEL The floor plan Creating structures Adding textures Adding lights Adding events Trying it out CHAPTER 6 CREATING YOUR OWN MODEL WITH MILKSHAPE Staring with the model snowflake Modifying the model Customizing the texture Adding your work to a level Adding lights and events Playing in the snow CHAPTER 7 DEALING WITH PHYSICS THROUGH BUBBLE MAKING Vectors Iterators Rotators Adding bubbles CHAPTER 8 SCORING AND INTERACTION WITH WACK-A-MOLE Adding the models Setting up the level AI Setting up controls Voice and sound interaction Keeping score Winning and losing CHAPTER 9 GOING DEEPER WITH LASER TAG Working with physics and light Selecting targets Creating a beam Modifying controls Fire away! CHAPTER 10 SPACE SHOOTERS UNREAL STYLE Working with the level Programming the actions Implementing controls Making it happen CHAPTER 13 HACKY SACK JOE OR JOSEPHINE Understanding the loading the model Controlling events Making it happen

About the Author

John P. Flynt, Ph.D., works in the software development industry, has taught at colleges and universities, and has authored courses and curricula for several college level game development programs. His academic background includes work in information technology, the social sciences, and the humanities. Among his previous books are "In the Mind of a Game," "Perl Power!," "UnrealScript Game Programming All in One," "Simulation and Event Modeling for Game Developers" (with co-author Ben Vinson), "Beginning Pre-Calculus for Game Developers," "Java Programming for the Absolute Beginner," "Beginning Math Concepts for Game Developers," and "Software Engineering for Game Developers." Among other engagements, he has been a speaker at game and educational conferences in San Antonio, LA, Atlanta, Austin, West Lafayette, and the 2004 Xtreme Game Developers Expo in Mountain View, CA. He has worked as a consultant on several curriculum development initiatives involving some of the largest proprietary colleges in the US and has taught literature, political science, computer science, and game development. He has been contracted by DeVry University as a game course developer, and DeVry has adopted Software Engineering for Game Developers for its national curriculum. John lives in the foothills near Boulder, Colorado.

Brandon Booth wrote his first program on the Twelve Days of Christmas at the age of twelve. He wrote his first game on a TI graphing calculator, and when he was in high school, he was teaching himself how to program computers in Java. He graduated from high school with an International Baccalaureate diploma and decided to pursue dual degrees in applied mathematics and computer science at the University of Colorado, Boulder. While a student at CU, he has written a number of AI-based games for PCs. In other respects, he remains an avid player of games. His favorites include Final Fantasy, Guitar Hero, Kingdom Hearts, Guild Wars, Unreal Tournament, Half-life, and Worms Armageddon

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12 of 12 people found the following review helpful By Jason Cisarano on March 25, 2007
Format: Paperback
This must have been a tough book to write. The authors chose a daunting subject--the Unreal scripting language--and attempted to present it to an audience unprepared for its complexities. That isn't to say that the "teens" in the title can't be capable and intelligent or that there aren't many talented programmmers among their ranks. It's the book's premise, however, that it will teach the rank amateur to write Unreal script, which turns out to both be the book's strength and its weakness. On the one hand, it starts by assuming no previous experience with the Unreal engine or programming and begins by building a strong foundation of good programming practice. On the other hand, it means that this slim volume (it's not quite 300 pages long) tries to do a whole lot of things at once.

The book starts with a whirlwind introduction to programming, the Unreal Editor, and even the architecture of the game itself. It shows how to set up the game and editor for scripting, and gives a quick tour of some features of the editor that the new scriptor will want to know. It then gets the reader scripting with the creation of a new type of trigger derived from an existing one in-game, a simple "Hello world" that's a cool little in-game start. Next, it gets into making new classes and instancing them in the triggers, using a script to check the state of an in-game character (i.e. a pawn), and then doing some basic programming like using conditionals, casting, and so on.

The problem is, it never really gets at the things that many new programmers to Unreal Script probably want to do.
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