- Paperback: 1085 pages
- Publisher: Cengage Learning PTR; 2 edition (November 6, 2006)
- Language: English
- ISBN-10: 1598632663
- ISBN-13: 978-1598632668
- Product Dimensions: 9.2 x 7.3 x 2.7 inches
- Shipping Weight: 4.8 pounds (View shipping rates and policies)
- Average Customer Review: 40 customer reviews
- Amazon Best Sellers Rank: #585,730 in Books (See Top 100 in Books)
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3D Game Programming All in One 2nd Edition
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About the Author
Kenneth C. Finney teaches in the Game Development and Entrepreneurship program at the University of Ontario Institute of Technology, in Oshawa, Ontario, Canada, where he runs the Game Development Workshop. Ken has taught game design, level and GUI design, game development, programming, and prototyping at the Art Institute of Toronto where he was lead faculty member in the Game Art & Design program for five years. Ken is the creator of the popular TubettiWorld "Online Campaign" Mod and the "QuicknDirty" game management tools for NovaLogic's Delta Force 2 game series. In addition to being an associate developer of the Torque Game Engine at GarageGames, Ken is the author of several books about game programming including 3D Game Programming All In One, 1st & 2nd Editions and Advanced 3D Game Programming All In One. Ken is 50% owner of TubettiWorld Games, Inc. (TWG), an Ontario-based company that is creating a new and unique Action/Adventure game based on the original TubettiWorld design, using Torque Game Engine Advanced. The team that Finney has assembled at TWG was responsible for delivering a 3D action racing game for a major U.S. toy manufacturer in 2008.
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Top customer reviews
Also the fact that we are jumping around in the book concerns me too since each chapter builds on the one before it except it seems GUIs are not till chapter 10 but are used in the game in chapter 5 and that the book stops creating the game at chapter 7, starts focusing on integrating other programs, and picks up at chapter 18 with weather.
First, the good stuff. There is no book to offer a holistic overview of the mighty Torque Game Engine. This book has broken that sad deficiency. The author also writes at a level that will not alienate the experts overly as it offers the neophtes a leg up. The text is playful and fun, but not caked in silliness as I've found similar volumes seeking the same touch. As such, it is a true invitation to explore and learn how to use a complex and capable game engine that has suffered from a "by coders, for coders" darkness in the documentation department for years.
However, as I work through the book, I find a considerable number of errors in the text/code and comments of the sample scripts in the book. There is a threaded post or two on the [...] forums where Ken is patiently noting corrections offered by the enthusiastic readers, but one cannot help but feel that the barriers these mistakes will present true newbies are more considerable.
The CD ROM is a misfire, in my opinion. One of Torque's greatest advantages over other game engines is that it support Linux and Mac in addition to Windows machines. But the CD ROM has setup.exe's and such whose function is nothing more involved that to extract compressed data from the CD and place it on your hard disk. This is just a sad mistake which alienates the subset of his audience who would most keenly benefit from having good documentation for such a gem as Torque in that they have so many fewer choices available to them. I strongly urge the publisher to replace such executable archives with plain ZIP files... at least for those containing only chapter "RESOURCES" materials. This would allow Torque to reach its greatest possible audience and put all platforms on a more even footing.
I look forward to finishing the book and walking through its lessons, but the CD ROM has failed to expedite my quest.
If you're looking for a good overall picture of how to create & organize a 3D game engine, then this book will probably work for you. (just don't count on code always working) If you're like me and want a little more comprehension, I would look around for an alternative.
The Torque 3D engine is already famous for it's lack of decent tutorials and documentation.....well this is definately what we been waiting for.
My only gripe is that it's super-specialized to the particular tools on the CD. For example there is 14 pages on "Ultraedit 32", a Windows programmer's editor. And Milkshape is used instead of Blender for character modeling. But, OTO that's one of the nice aspects of the book it's "All in One". Like the swiss-army-knife of game development.
Most recent customer reviews
Well written in an informal and easy to follow manner.
Provides a good overview of the game development process with a focus on indies.Read more
The book is a treasure of information about the subject matter. However, the included CD if faulty. It doesn't install.Read more
That pretty much sums up how I've found this book.Read more
Torque, Torque, Torque, Torque, Torque, Torque, Torque, Torque...Read more