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3D Game Programming All in One 1st Edition

3.7 3.7 out of 5 stars 32 ratings

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3D Game Programming All in One, Third Edition
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Get ready for an amazing journey into the world of game development! "3D Game Programming All in One" is your one-stop tour guide into this new world. If you believe that you can create games that are as cool as - or cooler than -the ones you've been playing, now's your chance to prove it. This book will give you the training, experience, and tools you need to turn your ideas into reality. Using a well-defined toolkit of programs, knowledge, skills, and ideas "3D Game Programming All in One" covers each step required to make a fully featured game. You'll cover everything from opportunities within the game industry and elements of a 3D game to programming concepts, modeling, textures, and music. All you need to begin your journey is a creative idea and the enthusiasm to bring that idea to life.

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3.7 out of 5 stars
32 global ratings

Top reviews from the United States

Reviewed in the United States on May 29, 2004
If you are aspiring to learn TGE, the Torque Game Engine from [...] then buy this book right this moment! It's well written, and covers the most awesome game development tool there is: Torque.
My only gripe is that it's super-specialized to the particular tools on the CD. For example there is 14 pages on "Ultraedit 32", a Windows programmer's editor. And Milkshape is used instead of Blender for character modeling. But, OTO that's one of the nice aspects of the book it's "All in One". Like the swiss-army-knife of game development.
11 people found this helpful
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Reviewed in the United States on September 23, 2005
Overall, I believe this book does a decent job of teaching you how someone else designed a game with the torque engine. In fact, that's probably what it should have been titled, "Case Study: Torque Engine". The book outlines the major concepts of building a 3D game with the torque engine, but if you really want to learn 3D programming, I would get a different book. The code in the book is somewhat hit & miss, too many bugs for my taste. I would have expected an editor or someone to try and run the scripts contained in the book. Most of them require some kind of debugging, and since most of the coding is done in TextPad or UltraEdit, i'm sure you can appreciate how frustrating it is to debug.

If you're looking for a good overall picture of how to create & organize a 3D game engine, then this book will probably work for you. (just don't count on code always working) If you're like me and want a little more comprehension, I would look around for an alternative.
2 people found this helpful
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Reviewed in the United States on February 21, 2008
This book is actually a text book for my school. I saw a lot of complaints from other people on how much it talks about the Torque engine. Personally I think that is a good thing at 150 the Torque engine is something that most people who want to get into creating games could afford. The unreal engine costs thousands so it would be bad if it went into that or another engine like that, because most of us could not afford to get the engine and use what the book is teaching.
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Reviewed in the United States on October 7, 2005
This is an awesome, and essential, book if you plan on doing development with the Torque Game Engine (TGE). I had purchased my Indie Developer license (...) before discovering this book. The codebase for TGE is so huge (hundreds of files, thousands of classes, 100's of thousand lines of code). The online tutorials and Garage Game DOCs weren't really enough, I felt, to get started. So, I bought this book to get me started.

I will admit, the title of this book is a bit misleading. It does cover most aspects of 3d Game Programming (coding, textures, 3d modeling, sound, level design), but it is mostly dependent (except the artsy topics) on the TGE. Someone not expecting to work with TGE will be disappointed as all the code in the book is written in TorqueScript, not C++.

Another thing I will say about this book: The beginner-intermediate rating is a bit untrue. I would gear this book more towards the intermediate level. The 'introduction to programming' chapter is a good start, but really doesn't prepare an unexperienced programmer to the concepts of inheritance, scoping, program flow, among others, covered in the book.

Final Conclusion: Buy this book if you are working with TGE. Even if you're an experience TGE user, the references (function/class listings, etc) are extremely valuable. If you are not a TGE user, you should give a good look at it, as it is a great tool for an indie developer (...). If you're working on making your own engine from scratch, this book probably won't help you too much (there are probably better books on texture creation, 3d model creation, and sound that you could pick up instead... along with an actual 'engine development' book in C++).
25 people found this helpful
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Reviewed in the United States on June 4, 2004
Book isn't actually written badly. I was completely mislead by its Title, though; It's a book on Torque (and maybe video game "design"), definitely not a book on Game Programming. I was expecting something (much?) more from it ("Look Inside" wasn't available at the time of my purchase, so title mislead me). It turned out as a disappointment.

PROS:
Quick & smooth to read
Comprehensive - from a game design point of view (at the end you can come up with some game)
Easy, even for Beginners

CONS:
Too Specific to the Torque Game Engine (the word Torque is actually repeated infinitely through the book; really, you'll get bored of reading it ...after page 2)
Game programming fundamentals (transformations, math), theory (graphic pipeline) and libraries (DirectX and OpenGL) aren't covered at all.
It's for REAL Beginners (it even teaches you how to use Paint Shop Pro and other tools which can be, in my opinion, easily self-thaught)
Repetitive sometimes

OVERALL:
As the heading says, calling this book 3D Game Programming All in One is misleading, whereas "Creating Games From Scratch w/ the Torque Engine" could have been a much more suitable title. Go ahead and get it if you're a real beginner and you're interested in learning how to make a game from scratch, just from the designer/"product manager" (but NOT the programmer) point of view. You'll be taught some TORQUE, Paint Shop Pro, Ultraedit 32, Milkshape and other tools/game design issues, to make a complete game; even if not in depth, a bit of everything is covered.

It's not the book for you though, if you already know something about programming and especially if you expect to learn (like I did) some real-time rendering and game engine theory. For that matter, I can suggest you to get both "Real Time Rendering" by Akenine-Moller & Haines (more theoretical) and OpenGL Game Programming by Hawkins & Astle (more practical. There also you end up with a working game, but you really get a grasp on how things work under the hood... definitely something you don't with this reviewed book).
90 people found this helpful
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Reviewed in the United States on June 9, 2018
very good

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DI J. Jahn
4.0 out of 5 stars Brauchbar
Reviewed in Germany on February 8, 2009
Gute Einfuehrung in die Torque Game Engine (TGE) und Torque-Script. Ist fuer TGEA nur bedingt brauchbar, aber fuer Einsteiger mit Programmierkenntnissen ein gutes Buch um mit dieser Engine vertraut zu werden.