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.
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