Game Development Community

Is there going to be a Second Edition?

by Andy Hawkins · in Torque Game Engine · 12/13/2006 (8:47 pm) · 0 replies

I was going to buy it but then I saw these reviews on Amazon. I too want the book so I have a hardcopy reference and not have to keep resorting to electronic media. Also from what the reviewers are saying the book hasn't been edited properly, and lacks an appendix.

So will there be a Second Edition to fix these issues? Or is the feedback below not true?

Quote:
This book could have really been excellent with a little more work. It contains all the elements you'd want. A programming overview, a Torque overview, sections on the architecture of Torque, sections on torque script, really nice large reference sections, a step by step game project in torque, and lots more. Sounds great right? Well, it would be, except for the really poor organization of the book. Fully half of the book is not in the bound softcover book, but rather on the cdrom that accompanies it. To me this largely defeats the purpose of buying a book, since if I wanted to rely on online references I could always just go to the garagegames website.

The other part that really frustrates me about the book is that the book and the cdrom don't seem to be ingegrated well together. The book constantly references "the appendix", yet there is actually no appendix in the book. There are adobe acrobat documents on the cdrom named "appendix" yet they don't always contain the things that the book is referencing. Also the game project which is at the very heart of the book is also very disorganized. If you try to read the book and do the project, you won't be able to, because many of the steps needed are written about only in the appendix, and the book does not point those out.

So what's the bottom line, is the book worth getting? That is a tough call. Given that it is so disorganized, and carries such a high price tag, I'm tempted to say "no". But there really aren't many alternatives, and it does contain useful infrmation if you have enough patience to dig through it. You might check out the book: 3D Proramming All-In-One, which is also written about the torque engine. That book is much better organized and professionally put together, but the problem with that book is that it's based on an ancient version of Torque, and doesn't have near as much treatment of the Torque script language as this book.

One additional thing to be aware of: This book is certainly not aimed at those new to programming. If you are new to programming, I don't think this book will be of much use to you. If you are comfortable with C/C++/C#/Java, or something similar, you can get something out of the book if you try hard enough, but be prepared for a lot of frustration.

Quote:
Given that the documentation of the Torque Game Engine is spotty in many places, especially in the C++ section, I bought this book to fill in the gaps. Sadly, it doesn't. It doesn't mention the C++ side at all, and only gives a brief mention that Torque can do networking, but doesn't go into anything about how it works, or how you'd do interesthing things like network dynamic fields on class instances.

This book goes through the steps of building a single-player item-pickup game, and that's pretty much it. It has a few asides (such as a chapter on the built-in vehicle classes) but not nearly enough depth to be more useful than a simple keyword web search. There's nothing in this book that you couldn't learn by just following online tutorials, and doing simple a keyword search in the C++ engine.

Given that this is "the official guide" I expected a lot deeper information, as the surface information is fairly easily accessible on the garagegames web site and various game development sites on the web such as gamedev.net. I don't mind the occasional typos and non-working code samples (every book will have those), but I do mind that the book cuts out large swaths of subject area by simply saying "... but we won't cover that in this book."