Advanced 3D Game Programming All in One 1st Edition
| Kenneth C Finney (Author) Find all the books, read about the author, and more. See search results for this author |
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Product details
- Publisher : Cengage Learning PTR; 1st edition (August 24, 2005)
- Language : English
- Paperback : 650 pages
- ISBN-10 : 1592007333
- ISBN-13 : 978-1592007332
- Item Weight : 2.82 pounds
- Dimensions : 7.25 x 1.75 x 9 inches
- Best Sellers Rank: #8,817,509 in Books (See Top 100 in Books)
- #5,248 in Game Programming
- #6,561 in Computer Graphics
- #14,210 in Video & Computer Games
- Customer Reviews:
About the author

Ken Finney teaches Game Design, Level and GUI Design, Game Development, Programming and Prototyping at the Art Institute of Toronto where he is Lead Faculty Member in the Game Art & Design program, and Graphics Design for Game Artists and XNA programming at the University of Ontario Institute of Technology. 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, 2nd Edition 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 the Spring of 2008. TWG is GarageGames' world-wide provider of Torque training for commercial customers.
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(...)
I can not write enough words of praise about this book. If you have no idea how to make a game, and are reading this review, pick up this book as well as the first one (3d game programming all in one) and the Torque Game Engine and you will be set!
Much like the first book, this book focuses around the Torque Game Engine (TGE). If you do not work with the TGE, this book isn't very helpful. If you do work with the TGE, this book is an invaluable resource, much like the first one. The appendix contains great function/class reference tables.
The level of this book is definitely more advanced than the first book. Math is a bit more complicated here (vectors, matrices, AI, lighting, water, terrain, etc.). This is noted by the publisher as well (this book being Intermediate-Advanced, the first being Beginner-Intermediate). More accurate difficulties would be Intermediate for the 1st book, Intermediate + 2 for the 2nd book. It is more intense than the first book, but still pretty easy for a college CS major. The most difficult part of both of these books is the fact that they use TGE! As the engine is so massive, it can sometimes be difficult to follow the program flow (through scripts), and keeping track of all the functions/stubs/files.
Conclusion: Buy this book if you have already read through the first one, and you are using TGE. If you have not read through the first book but are using TGE, you should read through the first book before buying this book (unless you are already pretty familiar with the engine), as the two books overlap very nicely. If you don't use TGE, there is no need for you to purchase this book... (...)
First, though they may know their content very well, when they begin writing about their subject, they tend to skip steps that will confound a beginning learner or assume some nebulous prior knowledge or what must seem to them as perfectly "obvious" information or sequences. Mr. Finney doesn't make this all-to-often made error. He also follows the tried-and-true educational practice of - "Tell them what you're going to tell them, tell them, then tell them what you told them". It allows the reader to feel the scope as well as the details of what's being taught.
Second the writing style is very relaxed. The reader doesn't need to feel that they are learning in a large lecture hall. The style is person-to-person.
Third, He writes in English. That is to say, the writing is grammatical and well organized. That might seem like how things SHOULD be. I've found many technical writers simply don't - or can't do this! It seems to be well edited. Homonyms haven't snuck in because the words could pass by a spell checker. His early English teachers must have cracked his knuckles to develop this trait. (I keep wanting to write publishers to ask them if they would like me to do a final edit before they put their books on the street. It's embarassing to us as a culture. OK, I'll get off my soap-box.) This book is refreshing.
I got both volumes of Mr. Finney's books for my grown son, since he is interested in going into this field. I think he'll get them when I'm done. More than likely, I'll end up getting an addutional set for him. I want to keep these!
Keep up the good work, Ken!!
A beginners guide it is not. Code is too buggy.
A Torque reference? Not exactly. It tells you what tools you can use with the Torque engine but the Torque parts themselves are to buggy especially if you are new to programming.
The code very seldom works without tweaking. You better have programming knowledge if you want to tweak the bad code.
It is good as a general reference book for people who want to know what kind of tools to use for programming and what are some of the components for developing a game.
Can you go from start to finish and develop a working demo from the book or one of your own? Not unless you are an intermediate to advanced programmer.

