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Torque 3D Game Development Cookbook Paperback – January 25, 2013
by
David Wyand
(Author)
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Print length380 pages
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LanguageEnglish
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PublisherPackt Publishing
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Publication dateJanuary 25, 2013
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Dimensions7.5 x 0.86 x 9.25 inches
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ISBN-101849693544
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ISBN-13978-1849693547
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Product details
- Publisher : Packt Publishing; Illustrated edition (January 25, 2013)
- Language : English
- Paperback : 380 pages
- ISBN-10 : 1849693544
- ISBN-13 : 978-1849693547
- Item Weight : 1.44 pounds
- Dimensions : 7.5 x 0.86 x 9.25 inches
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Best Sellers Rank:
#5,703,942 in Books (See Top 100 in Books)
- #3,965 in Game Programming
- Customer Reviews:
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4.7 out of 5 stars
4.7 out of 5
13 global ratings
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Reviewed in the United States on August 30, 2018
Verified Purchase
This is a helpful guide that goes through steps to implement some commonly used modifications to Torque 3D. Perhaps better for someone who is already acquainted with T3D. The recipes can be expanded upon and the author points you in the right direction.
Reviewed in the United States on September 12, 2013
Verified Purchase
this was a great help in programming beyond the basics of torque.
It provided just enough advice and was very readable
It provided just enough advice and was very readable
Reviewed in the United States on February 26, 2013
Verified Purchase
This is the first and only book of which I am aware written for the modern Torque engine. Wyand's volume not only addresses that lack, but addresses it most adequately, with clear and consistent examples and full explanations. Not a book on engine theory, it is filled with examples of script which answer most common questions involved in setting up the requirements for basic gameplay in the engine. I would that it had been available when I started scripting for Torque -- it would have cut literally years out of the learning curve.
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Reviewed in the United States on March 17, 2013
Verified Purchase
If your using Torque 3d to develop with, you have to get this book! Well written and easy to understand information. It has helped my understanding of Torque and it's scripting language. The Torque 3D engine is alot more powerful than alot of devs give it credit for. This book helps prove that.
Reviewed in the United States on April 14, 2013
I would perhaps not take literally the title of the first chapter - "TorqueScript: the only script you need to know". Give the author some room for hyperbole. The code snippets throughout the book are available from the Packt publisher's website. Saves you time typing them and also possibly some space in the book, because Wyand was then able to only focus on these snippets without having to furnish in hardcopy more of the accompanying set up.
Also, the book is definitely not for the raw beginner with Torque. Unlikely many other programming texts from Packt, there is no almost obligatory first chapter on how to install the package. Some readers will appreciate being able to jump right into Torque. You should also have done some game programming in some other language/s. So that concepts common to games, like an event loop and a physics engine won't seem a surprise here.
The semantic complexity of TorqueScript is minimal, as far as I can tell from cursory inspections of the snippets. Nice that statements close with a semicolon, but that is just my prediliction coming from a Fortran, C and java background. The object oriented nature of the script will be easy to adapt to, if you hail from any other common OO language. TorqueScript is built on top of C++, but deliberately lacks the notational complexity of C++. However you cannot entirely escape C++. Several places in the narrative explain features or limitations of TorqueScript in the context of features in the underlying C++. So yes, some prior background in C++ is an advantage.
The audio abilities are nice. The chapter on audio goes right into how to use 2d or 3d sound. The 3d sound is great for a game using a 3d environment. With nice touches like being able to use the distance in that environment between a sound emitter and a player to decide whether to send a sound event to the player's computer, depending on how far she is from the emitter in the game.
For multiplayer games, a chapter gives a quick runthrough of what you can do. I imagine there is a lot here that could be expanded upon.
Also, the book is definitely not for the raw beginner with Torque. Unlikely many other programming texts from Packt, there is no almost obligatory first chapter on how to install the package. Some readers will appreciate being able to jump right into Torque. You should also have done some game programming in some other language/s. So that concepts common to games, like an event loop and a physics engine won't seem a surprise here.
The semantic complexity of TorqueScript is minimal, as far as I can tell from cursory inspections of the snippets. Nice that statements close with a semicolon, but that is just my prediliction coming from a Fortran, C and java background. The object oriented nature of the script will be easy to adapt to, if you hail from any other common OO language. TorqueScript is built on top of C++, but deliberately lacks the notational complexity of C++. However you cannot entirely escape C++. Several places in the narrative explain features or limitations of TorqueScript in the context of features in the underlying C++. So yes, some prior background in C++ is an advantage.
The audio abilities are nice. The chapter on audio goes right into how to use 2d or 3d sound. The 3d sound is great for a game using a 3d environment. With nice touches like being able to use the distance in that environment between a sound emitter and a player to decide whether to send a sound event to the player's computer, depending on how far she is from the emitter in the game.
For multiplayer games, a chapter gives a quick runthrough of what you can do. I imagine there is a lot here that could be expanded upon.
Reviewed in the United States on April 27, 2013
I found this to be perfect for my current level of understanding in Torque. I like that it doesn't begin with how to download & install the SDK, setting up an IDE, and so forth. It jumps right into what someone in my position is looking for: de-mystifying the code with great explanation and examples.
I was very excited that it went into detail about inventory & client<->server communication. That had always been a cloudy subject between game engines that I have coded for. I definitely feel that with what I've read already, and having this book by my side, I can jump back into development with a greater understanding and accomplish more than I was able with google & documentation :)
The book on Packt: [...]
I was very excited that it went into detail about inventory & client<->server communication. That had always been a cloudy subject between game engines that I have coded for. I definitely feel that with what I've read already, and having this book by my side, I can jump back into development with a greater understanding and accomplish more than I was able with google & documentation :)
The book on Packt: [...]
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