Game Development Community

Torque 3D Game Development Cookbook

by Jimmy R Armes · in Torque 3D Professional · 11/06/2012 (1:41 pm) · 38 replies

Torque 3D Game Development Cookbook by David Wyand


There was no synopsis of the book on Amazon.com So I'm wondering if it's going to be fps centric or will it actually have useful code for everybody.

Maybe David could elaborate a bit on his new book ;)
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#1
11/06/2012 (2:55 pm)
Wow, I had no idea the book was even listed. And that's the first time I've seen the cover.

I'm finishing up my end right now (the publisher is still editing it) and as the name implies, it is a list of recipes for working with T3D. Here are the proposed chapters:

1. TorqueScript - the only script you need to know
2. Working with your Editors
3. GUI
4. Camera and Mouse Controls
5. Your "Graphics" evolved
6. Make that "Sound" happen
7. Game Objects
8. Multiplayer Servers
9. Networking: it's important
10. Game Play

There are a few GG Associates that are acting as technical reviewers.

It isn't FPS specific at all and I've tried to keep the topics broad enough that everyone should find something useful in there. I go into a lot of detail for each recipe, trying to cover everything I can about the topic. There is so much to T3D that I could really write another two recipe books, and that doesn't even cover the source code.

As we get closer to release I'll enquire if I can post the full recipe list if it doesn't make it to Amazon.

- Dave
#2
11/06/2012 (2:58 pm)
David,

Get to work, kick that publisher in the tail! :-)

Ron
#3
11/06/2012 (3:15 pm)
David

I will be buying it when it hits the shelves. The subjects you covered are great and it sounds like it's gonna be a good book.
#4
11/06/2012 (3:34 pm)
Courtesy of Ronny ... *giggles*
#5
11/06/2012 (3:40 pm)
It was Scott Warren who actually found it and posted a link to it in this thread www.garagegames.com/community/forums/viewthread/132257
#6
11/07/2012 (2:25 pm)
Wait - you're writing a book? And you didn't say anything?!?

Good news - it's high time someone put something out that is up to date.
#7
11/07/2012 (6:34 pm)
Interesting!

I am looking forward to this!
#8
11/07/2012 (10:02 pm)
I was happy to see the book was from Dave, when i found it. I'll be buying it when it's finally available from Amazon. They say it will be ready by December 31st but I know how bad the snail mail system is that time of year.
Anyways, While I agree it's High-Time for a new book for Torque, the other 2 books "Game programmer's Guide to Torque" and "Multiplayer Gaming and engine coding" by Ed Maurina, still has a lot of relevant information.

I expect Dave's book will be highly sought after; especially since now T3D went to MIT license, people will be wanting to read more about the Nuts and Bolts of the Torque 3D engine.

Since I am here posting might as well ask if anyone has considered taking up the task of updating Daves lw2dts exporter?.

Grats for the new book Dave and Thanks again in advance ;)
#9
11/08/2012 (12:41 am)
Maybe I should get this instead of, "3D Game Programming All in One, Third Edition" I preordered over 6 months ago and they just keep pushing back the release date. It says coming out Nov. 29, but I just know it will be moved back again.

Not that you two even know each other or anything, but if anyone is familiar with Kenneth C. Finney's previous works, perhaps you can let me know if these two books are comparable? Since they seem to be the only two available at the moment about the current generation of Torque 3D engine.

Side note: Will this book cover anything about AI in Torque 3D? Even if it's just basic how to use the Universal AI plug-in system. Anything would be helpful, since the online tutorials have been a bit hit/miss for me. Thanks :)

http://www.amazon.com/gp/product/1435457447/ref=oh_details_o00_s00_i00


Mmmmm... Well, if this new book covers AI, I'll have to pre-order Friday once I cash my paycheck :)
#10
11/08/2012 (2:31 pm)
David, can you provide a little more details about the provided recipes?
#11
11/08/2012 (4:16 pm)
@Richard:
Well, I did post about the book in the Associates forum months ago. :)

@Scott:
I have no idea how accurate that Dec 31 date is. It'll depend on how long it takes to finish editing the book, and how long it takes to print it...something I don't have any control over. I guess we'll all find out!

@William:
Actually, I do know Ken. He lives just East of me. We were going to get together during an IGDA meeting in the summer, but I got sick and had to bail.

I haven't seen his newest book so I don't know the details. But if it is anything like his last books then it takes you from start to end of the game development process, using T3D as the game engine.

My book is what the industry calls a Cookbook. It is very similar to a standard cookbook in that it contains recipes. However, in this case each recipe solves a specific issue or use case rather than produce tasty food.

And no, I don't cover T3D's AI or any of the AI plug-ins in this book.

@Andy:
I can't provide a list of recipes just yet. I may be able to closer to December. I certainly will one way or another when the book is published (if the publisher doesn't already do so on the Amazon page) so you can decide if the book is for you.

- Dave
#12
12/01/2012 (5:35 pm)
Dave,

Seeing as how it's a cookbook, I'm looking forward to this book as well.
#13
12/01/2012 (9:00 pm)
I'v gotten 99% of all books made for Torque, they all have good points but lack Important things in them.

The Game Programmers Guild to Torque : Edward F. Maurina 3
Torque for Teens Volumes 1 and 2 : Michael Duggan
Advanced 3D Game Programming All in One Volumes 1,2 & 3 : Kenneth C. Finney

The lack of Scripting Info is the most lacking. Torque has so many Script commands it's hard for anyone to just start scripting, I mean I'v had Torque for over 5 years now, and I still can't figure out where and how to write a script, even studding all these books.

One thing I found that helped me understand Scripting somewhat is
Simple FPS Tutorial by Steve Acaster, search on this site for it!!

Showing someone how the Scripts work with each other AND what need Scripting, like a simple health pack, I can plop it in my world, and run around looking at it, but NOW what do I do? I know it needs some code to do something but how & where does the code go and how is it linked to my player?

These are simple questions that all these books just seem to touch but not fill in the information.
#14
12/30/2012 (11:01 am)
David, any News on the recipes? Is Dec 31 still the day when it's going to be published?
#15
12/31/2012 (10:36 am)
Quote:Showing someone how the Scripts work with each other AND what need Scripting, like a simple health pack, I can plop it in my world, and run around looking at it, but NOW what do I do?

But there is already script in the engine for a simple health pack - you can use the script there to learn from....

I know, that's a little facetious, but honestly I found that I learned best from the engine itself. I spend a great deal of time searching within the engine source for console methods and functions, examining the code there to see what it does and then applying that knowledge to building scripts that do what I want (or creating new script functions or methods to do things that are not already provided). If you really want to figure out how a thing is done, focus on that thing and study it intensively until you get it.

That said, the learning curve could be flattened a bit with a few good tutorials....

Any updates on the publish date?
#16
01/02/2013 (12:46 pm)
@Andy:
It seems I won't be able to provide a list of recipes until just before the book is published. As for when it will be published, that will depend on the publisher. I understand that the book is going through layout now and final copy editing. I believe the new target date is end of January/beginning of February.

Thanks for the interest!

- Dave
#17
01/15/2013 (8:59 am)
I pre-ordered the book from packtpub.com. They were running a discount for the ebook during the holidays.

Looking forward to it.
#18
01/18/2013 (11:29 am)
Interest expressed. Don't see a pre-order yet on Amazon. Will bookmark this page and keep checking.
#19
01/22/2013 (12:42 am)
I've just heard that the book is about to be printed, so hopefully it will be relisted on Amazon soon (the final cover has a slightly different look than that preorder page). Here is the chapter and recipe list from the pre-final layout I have received:

TorqueScript - the only script you need to know
  1. Accessing delimited fields within a string
  2. Iterating on words in a string list
  3. Retrieving components of a variable using accessors
  4. Iterating on objects in a SimSet or SimGroup collection
  5. Getting a random object from a SimSet or SimGroup collection
  6. Finding an object in a SimSet or SimGroup collection using its internal name
  7. Executing a method on a SimSet or SimGroup collection
  8. Creating a new SimObject instance
  9. Creating a new internal name only SimObject instance
  10. Creating a new Datablock object
  11. Creating a new singleton
  12. Extending a SimObject instance using the class property
  13. Using a variable to access methods or properties of a SimObject instance
  14. Using call() to call a variable method on a SimObject instance with arguments
  15. Using call() to call a variable function with arguments
  16. Using script arrays as dictionaries
  17. Using ArrayObject and custom script sorting callbacks
  18. Scheduling SimObject methods
  19. Scheduling functions
  20. Activating and deactivating a package
Working with Your Editors
  1. Setting up fogging of the level
  2. How to cover seams and texture changes using decals placed in the World Editor
  3. Copying the transform of an object to another object in the World Editor
  4. How to change the material of an object in the World Editor
  5. Setting up a glow mask using the Material Editor
  6. Using a convex shape as a zone
  7. Setting zone-specific ambient lighting
  8. Grouping adjacent zones together
Graphical User Interface
  1. Creating a password text edit box
  2. Using pushDialog() and popDialog() and setting up the UI file to work with them
  3. Displaying metrics (such as FPS) from the console
  4. Displaying a list of all the game objects
  5. Displaying a level at the main menu
  6. Dragging and dropping between two windows
Camera and Mouse Controls
  1. Locking and hiding the mouse while the right mouse button is down
  2. Clicking on an object in the scene (client-side)
  3. Clicking on an object in the scene (server-side)
  4. Picking up an item in the scene while the mouse is locked and hidden
  5. Changing the camera's view and control mode
  6. Giving the camera a smooth movement
  7. Having the camera follow a path
Your Graphics Evolved
  1. Using the built-in video recording
  2. Changing the material of a ShapeBase object using script
  3. Building a custom material
  4. Building a custom material using advanced lighting
  5. Building a postFX
[remaining chapters are in the next post...]
#20
01/22/2013 (12:43 am)
[...continued from previous post]

Make That Sound Happen
  1. Playing a quick 2D or 3D sound on all clients
  2. Using SFXEmitter to create networked sound effects
  3. Playing a sound on a ShapeBase object
  4. Playing music while a level is loading
  5. How to have a background sound for a level
  6. How to have music change according to the mood
  7. Triggering an event during sound playback
Game Objects
  1. Playing an animation sequence on a TSStatic class
  2. Playing an animation sequence on a ShapeBase class
  3. How to make it rain using a Precipitation object
  4. Using the Lightning object to automatically create a thunderstorm
  5. Using the TimeOfDay object to generate events
Multiplayer Servers
  1. How to start a dedicated server
  2. What ports are needed to be open or forwarded for a multiplayer server
  3. Passing arbitrary parameters from the client to the server
  4. How to become an admin on a server
  5. Kicking and banning people from the server
  6. Stopping a server from restarting when the last player leaves
  7. Accessing the server connection from the client
  8. How to access all client connections from the server
  9. Broadcasting a message to all clients and having it displayed in the center of the screen
Importance of Networking
  1. Sending a network event from the client to the server
  2. Sending a network event from the server to the client
  3. Connecting as a TCP client
  4. Setting up a TCP server
  5. Connecting as an HTTP client
  6. Using an RSS feed for game news, message of the day, or other client messages
  7. How to activate, deactivate, and use Telnet for console access
Miscellaneous Gameplay Features
  1. How to have a sprinting player use up energy
  2. Enabling and disabling air control
  3. How to jump jet
  4. Adjusting the fire spread of a weapon
  5. Changing the number of shots fired from a weapon
  6. Making a weapon use energy rather than ammo
  7. Finding objects in range
  8. Using the message producer/consumer system
Most of those recipes go into very fine detail about the topic and have a number of sub-sections. I'm looking forward to holding the book in my hands!

- Dave
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