This has a lot of great material and would be a great reference. However, I just don't think it adequately shows a new developer how to start creating a game from scratch. The author discuss each topic, but inter-mingles some actual game making tasks. The sad thing is, a good amount of this game creation work is coping files they've created into your development location and changing a few items. You're left wondering what all these scripts and resources are actually accomplishing and how they fit together. I would have preferred that the main part of the book actually started you off with a blank game level, then walk you through the creation of each needed component. Then, the second part of the book could have been more detailed, serving as the reference portion. As another reviewer cites here, the book jumps around too much. This is not in regard to topics, but in basic hands-on teaching. I didn't learn anything from copying a directory of files from one location to the prescribed prototype locations and testing the result of that! The sad thing is, there are good examples, but they just aren't tied together with a single purpose. If you to prefer to learn by completing all the steps to create simple game, then you will probably be disappointed with how the author's approach. Torque comes with a lot of tools! Still, I would say that the author gets caught up in trying to present all tool details, rather than getting through all the basic steps, then return to the details.
The copy of the book I purchased was used and I had a bit of a problem with the CD, so I use the provided links to try to find errata and such, but both were of no help what so ever. Any body purchasing this book should go to [...] obtain errata and any updates to the software the author provides (or Google, "GPGT errata").
I'm thinking about placing an order for the "3D Game Development All-In-One, 3rd Ed.", which is to come out this Oct. which has to be more up-to-date with the current Torque 3D software.
The Game Programmer's Guide to Torque: Under the Hood of the Torque Game Engine
by
Edward F. Maurina III
(Author)
ISBN-13: 978-1568812847
ISBN-10: 1568812841
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The author takes readers on an in-depth walkthrough of the Torque Game Engine---one of the most popular, powerful, and easy to use game engines available today. With clear explanations of how to use Torque to create your own games and detailed discussions of the engine's inner workings, this book is a must read for any programmer interested in making games for fun or profit. It offers step-by-step examples, detailed system descriptions, in-depth references, practical tips, tricks, and more that provide readers all they need to understand the Torque Game Engine. See the Support page on the author's website for a revision of Chapter 15 (Torque Lighting). Downloadable resources are included with the book.
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Editorial Reviews
Review
game programmer working with the Torque game engine must have "The Game Programmer's Guide To Torque": it teaches everything needed to design your own game, using experiences of game makers and industry veterans well versed in Torque technology. A Torque Game engine demo is included on an accompanying cd while step-by-step examples tell how to use it. Its focus on all the basics makes for an exceptional coverage for all levels of game programmer. -Bookwatch, August 2006
About the Author
Edward Maurina is a long-time Torque programmer and trainer. He currently works as a senior engineer for Intel and earned his B.S. in Computer Engineering from Oregon State University. He is co-founder of Hall of Worlds, an independent game studio and developer of educational tools for game engineers.
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Product details
- Publisher : A K Peters/CRC Press (April 15, 2006)
- Language : English
- Paperback : 600 pages
- ISBN-10 : 1568812841
- ISBN-13 : 978-1568812847
- Item Weight : 2.45 pounds
- Dimensions : 7.25 x 1 x 9 inches
- Best Sellers Rank: #5,538,447 in Books (See Top 100 in Books)
- #3,697 in Computer & Internet Game Strategy Guides
- #3,834 in Game Programming
- #4,337 in Computer Graphics
- Customer Reviews:
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Reviewed in the United States on August 21, 2010
Reviewed in the United States on March 26, 2010
This reference has LOTS of details on how to use the individual editors that are a part of Torque's game engines, and this guild to using Torque scripts is a great introduction to another reference manual for writing in C++ ("Multiplayer Gaming and Engine Coding" -skip to this if you don't want to use scripts in your game design, or if you already know about using game scripts).
Where the manual could use a little more user friendliness is in having the examples of code used in short modifications of the demo included on the accompanying CD to help people know what the script should look like in short examples of just the details being described. (Audio mouse-over scripts for the main menu for example)
The book is very well written, and while it may be confusing at times, re-reading the instructions after you've met with a failure usually clarifies what you should do.
Where the manual could use a little more user friendliness is in having the examples of code used in short modifications of the demo included on the accompanying CD to help people know what the script should look like in short examples of just the details being described. (Audio mouse-over scripts for the main menu for example)
The book is very well written, and while it may be confusing at times, re-reading the instructions after you've met with a failure usually clarifies what you should do.
Reviewed in the United States on August 1, 2013
I used this software for a college course. This book helped me through this course and I kept it for reference.
Reviewed in the United States on December 1, 2006
This is a good book to get if you are thinking of getting or have a copy of the torque engine. Be aware that you need some decent knowlage of OOP (object oriented programing). The more programming background the better. It does not make the best refrence book. It is however a good tool to learn the torque engine.
2 people found this helpful
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Reviewed in the United States on May 23, 2006
At $100, the Torque Game Engine (TGE) is quite a deal. It is a sophisticated engine that provides a great deal of assistance in handling the basic operation of a game while leaving you the opportunity to create the design and concept you want without undue restrictions.
This book is an interesting cross between a reference text and a tutorial. Most of the book is in reference style. That is it talks about the various features, what they do, how to use them and so on. It is aimed at the individual developer or the small team, or it could be used by a newcommer in a larger organization.
Finally, after the software is described in this reference format, the author goes into a tutorial mode to lead the reader through the writing of a fairly simple game. In this section the reader finally gets to see what the various parts he has learned about actually do in a real world (although simple) application.
The CD included with the book includes some additional information as well as a Torque Demo Installer.
This book is an interesting cross between a reference text and a tutorial. Most of the book is in reference style. That is it talks about the various features, what they do, how to use them and so on. It is aimed at the individual developer or the small team, or it could be used by a newcommer in a larger organization.
Finally, after the software is described in this reference format, the author goes into a tutorial mode to lead the reader through the writing of a fairly simple game. In this section the reader finally gets to see what the various parts he has learned about actually do in a real world (although simple) application.
The CD included with the book includes some additional information as well as a Torque Demo Installer.
11 people found this helpful
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Reviewed in the United States on August 15, 2006
"The Game Programmer's Guide to Torque" is, in my opinion, far superior to any other Torque book available, including "3D Game Programming All In One". I own both books and definitely prefer the newer book (GPGT). It not only helps you to learn Torque and understand various concepts (datablocks for example), but also acts as a great reference document as well (I found myself skimming through sections that go into great detail on setting up sun/water/other things that weren't immediately important to me during my first read through and referencing them later).
The pace and organization of "The Game Programmer's Guide to Torque" is excellent.
I generally don't like "programming books" (I've read dozens over the years, either through courses I had to take while I was in school or personal purchases I have made). There are only 3 programming books total that I could ever recommend at this point: Deitel & Deitel's C++ How To Program, Professional SQL Server 2000 Programming by Robert Vieira and The Game Programmer's Guide to Torque by Edward F. Maruina III.
The Game Programmer's Guide to Torque has been invaluable for me.
The pace and organization of "The Game Programmer's Guide to Torque" is excellent.
I generally don't like "programming books" (I've read dozens over the years, either through courses I had to take while I was in school or personal purchases I have made). There are only 3 programming books total that I could ever recommend at this point: Deitel & Deitel's C++ How To Program, Professional SQL Server 2000 Programming by Robert Vieira and The Game Programmer's Guide to Torque by Edward F. Maruina III.
The Game Programmer's Guide to Torque has been invaluable for me.
4 people found this helpful
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Top reviews from other countries
Hapyy Freedom
5.0 out of 5 stars
Torque Tech Gems
Reviewed in the United Kingdom on October 4, 2015
A tome of secrets. Might not be for Torque 3D but the TorqueScript is still useful for Torque 3D. I am happy that I got this book back then.

