3D Game Programming All in One, Third Edition 3rd 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; 3rd edition (December 3, 2012)
- Language : English
- Hardcover : 1152 pages
- ISBN-10 : 1435457447
- ISBN-13 : 978-1435457447
- Item Weight : 4.6 pounds
- Dimensions : 7.75 x 2.5 x 9.25 inches
- Best Sellers Rank: #3,310,381 in Books (See Top 100 in Books)
- #2,462 in Game Programming
- #2,585 in Computer Graphics
- #7,726 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 am about a quarter of the way through the book and found it has helped me get a better grasp around Torque 3D. Since my goal was to find out more information on programming Torque 3D via TorqueScript, this quarter of the book has been adequate in meeting my needs.
Please note this review is on the Third Edition of this book, which was updated from previous editions by updating to Torque 3D instead of TGE. This is significant, especially since Torque 3D is now open source and can be used by anyone interested in creating 3D games.
Beyond introducing readers to Torque 3D, the nomenclature used, and the structure of creating 3D games with Torque 3D, the book also introduces modeling, animation, and other parts of the 3D game making work pipeline. I have not read these these other portions of the book, so I can only comment on the TorqueScript portion introduced at the beginning of the book.
Although example scripts are provided and a DVD of the scripts is included, I found the author glossed past many of the commands/objects included in the scripts. I was hoping for more detail on what the various commands, methods, and other lines of code actually meant so I could use them in my own projects. As stated previously, I have not finished the book so this information may be forthcoming in later chapters. This is the reason I took one star away from my review.
Overall I found the author's style of writing engaging and interesting. Learning by example is effective for me.
I would definitely recommend this book to others looking to delve into creating 3D games or other 3D visualization projects.
I wish the third edition of the book was available electronically for the Kindle, but it does not appear to be available in this format (yet).
Indeed, if you copy the code from the DVD into the file directory and execute, it runs fine. However, this is not the code that is described in the book. I found paragraphs describing the function of a particular line of code that isn't even used in the DVD code and breaks the program!
In my mind, this is unacceptable for a programming text. With the acute detail required in programming logic, such an egregious errors cannot be tolerated in a "definitive" text. I lost confidence in this book after slogging through Chapter 5. I would certainly dissuade any would be customer from buying this book. It feels as though it were hastily thrown together for quick publication. It is almost as if the author had forgotten to update large sections from the previous edition, sections that are now out of date or obsolete in the current iteration of the Torque3D engine.
This may be a great book after an extensive re-write. I cannot continue with a course of study when I have to worry about debugging/re-working the author's code as well as my own.
Errata are always going to be present in programming books and most publisher's have the wherewithal to provide an online forum to identify and rectify such errors. This title comes with no such benefit. Even the web link listed in the first section of the book is broken. This title shows a copyright of 2013, but it feel at least 4 or 5 years old.
