Game Development Community

Torque Book: 3D Game Programming All In One

by Ken Finney · in General Discussion · 05/03/2004 (5:09 am) · 126 replies

(I think the hijacking of Stede Troisi's thread has gone on long enough :-)

This is a sort of continuation of the thread found here.

24.43.28.82:800/book/cover.jpgISBN: 159200136X

Uses the Torque Engine throughout, also covers MilkShape 3D and QuArK, among other tools.

Click on this link to order. I understand that GG will have an order link of their own on this site sometime soon, and you will be able to order through them as well.


Chapter Preview
Chapter 9.pdf

Table of Contents
1. Introduction to 3D Game Development
2. Introduction to Programming
3. 3D Programming Concepts
4. Game Programming
5. Gameplay
6. Network
7. Common Scripts
8. Introduction to Textures
9. Skins
10. Creating GUI Elements
11. Structural Material Textures
12. Terrains and Skyboxes
13. Introduction to Modeling with Milkshape
14. Making a player model
15. Making a Vehicle Model
16. Making Weapons and Items
17. Making Structures
18. Making the Game World Environment
19. Creating and Programming Sound
20. Game Sound and Music
21. Creating the Game Mission
22. The Game Server
23. The Game Client
24. The End Game
Appendices:
A: The Torque Game Engine Reference
B: Game Development Resources on the Internet
C: Game Development Tool Reference
D: QuArK Reference
#61
05/12/2004 (12:39 pm)
The command-line tools for VS .Net are also available for free, so that can knock another $109 of your price.

Also, I'd be surprised if no one has got in building in Dev-C++, which is free and you still get an IDE.
#62
05/12/2004 (1:34 pm)
You can also use Eclipse for a free, very nice IDE. I haven't seen how well their C / C++ Development Tools work, but if it ends up being close to as feature-rich as the Java develpment environment it might beat Microsoft's Visual Studio IDE.

Even so, I imagine it would cost you in TIME to set it all up... what you save in money you might lose in effort and frustration. But if you have more time than money, it could be a reasonable tradeoff.
#63
05/12/2004 (2:41 pm)
Quote:And you CAN create a commercial game using the independent license... it doesn't need to be freeware. It's only after your annual sales exceed $250K that you need to worry about getting the commercial license (and if you are making that much, you can probably afford it).

O in the case the license is fine :D
I paid $33 for Milkshape becuase I bought it via share-it
and I meant to write $25 but I did a mistake :D
#64
05/12/2004 (10:10 pm)
Okay! My copy of the book is on its way! I should get it by Monday (or so says the tracking system)...

Anyways.. Looking forward to diggin' in!

Take care all.
Mike
#65
05/13/2004 (6:32 am)
I must say that this reference work is Superb!!, Ken. Got it yesterday and spent the rest of the day reading/skimming to the end...:). IMHO, this is what I would deem practically an 'official' manual to the scripting basics and content creation. Just when I thought it might dribble out, the chapters kept on, and on...:)! What took me a year to dig up in the way of research; you've assembled in a clear, concise approach. I would say this has probably saved me another year's worth of time and research, to say the least.

Big Thanks from Rex.

PS-...oh, and the stuf on the CD is quite a big help, although I've been using Tribal IDE for my scripting and had to somewhat interpolate that chapter, I'm also curious about the QuArk? is it the QuArk4tork?[isn't that 6.4?]. I've also got GameSpace in my toolset and noticed it's got Python scripting...would I still need to install the mini-phython for QuArk? I've not really delved into dif building yet, I was fiddling with Hammer and didn't continue seeing the EULA issues, even though I did like the UI.
#66
05/13/2004 (10:51 am)
Jay, in response to your mentioning the use of Eclipse...I started using MS VC++ (have always disliked it anyway), but switched to Eclipse as soon as I found out about the C++ plug-ins. Even thought currently the feature set is limited, I have never had any compilation problems becasue of it and it is much more straightforward to use that Visual C++ anyday. I highly recommend it (and setting it up wasn't too bad; there is a resource about it around here somewhere).
#67
05/13/2004 (11:14 am)
I received my copy of the book today. All I can say is: THANK YOU Ken! I wish this had been available months ago when I first purchased Torque. I've figured out a lot on my own, but your book is going to be VERY helpful. Thanks again.
#68
05/13/2004 (11:33 am)
Been reading through my book and typing the stuff in as I go along. I have only had Torque for a couple weeks, so I gotta say it is a GREAT book and just what I needed.

I am sure you are probably aware of this already, but there are some errors scattered among all the info. I didn't have much problem with the errors and they actually made me have to think a little bit and apply the understanding I had gained by using the book. Of all the errors, there is one glaring error that you probably want fixed by the next printing (and I bet you know about it already too).

It is in the directions on how to use the CD. The installation info is way off. Having a good working knowledge of Windows, it didn't affect me to much and most people using Torque should be able to figure it out as well. But the newer type of user might get totally confused (and most importantly frustrated) when they have problems installing.

Even with that problem, the book is a 5 star read. Thanks for putting it all together for us. It turned me from confused to understanding in about 3 days!!

-DWB
#69
05/13/2004 (12:55 pm)
Robert -
Thanks for your comments on Eclipse w/ VC++. That's very useful to know. I'm not going to switch horses until my current project is *DONE* (I'm still using VC++ 6.0, while I have Visual Studio.NET 2003 sitting on my hardrive already, simply because of my long-time familiarity with the environment). But once that takes place and I'm feeling ready to move on to less familiar tools, I think I'm going to take a hard look at Eclipse for the IDE.

How quickly is it maturing on that side, anyway? Is it something where every month brings a slew of new features, or is it pretty slow evolution?
#70
05/13/2004 (2:39 pm)
DWB - Thanks for that - the creation of the CD didn't properly conform to my installation narrative. It's been addressed.

Rex - after you run the QuArK installer from the Book's CD, you should be ready to go.
#71
05/14/2004 (5:37 am)
Jay,
It seems to be pretty slow in evolution, but then again, I don't check for updates as often as I should. I have only two complaints. (1)Compilation time seems slow. (2)This comes from the perspective of 2 years doing Java in Eclipse; the C++ plug-in doesn't seem to allow you to search for references/declarations for a selected function. In order to find these, I had to do a text search on the function name and filter out the results to find what I am looking for.
#72
05/16/2004 (6:52 pm)
Mine's coming in a week at the local B&N! Congrats to you sir!

***** star!
#73
05/17/2004 (6:08 am)
I received mine today. Hehe.
#74
05/17/2004 (8:31 am)
Ordered it one week ago, still waiting for delivery.

Can't wait to read it ....
#75
05/20/2004 (6:09 am)
I Got Mine yesterday, paged through it a bit lastnight.
Looks extreamly helpfull for someone starting out with torque like me.
Its well written , unlike many of the programing books on the market.
Also it seems to stay on its target(the torque engine)
Good Job ken.

Zmatrix
#76
05/20/2004 (4:45 pm)
For all canadien who don't want to pass to amazon.com(us)because on amazon.ca is not ready for shipping. you can find on camelot.ca for 74.95 ready for shipping
#77
05/20/2004 (6:28 pm)
I've had this book about 3 weeks now, and it rocks. I'd been working on scripting, modeling with MS before I purchased this book, and this book took me to the next level on both subjects.

If you're new to intermediate with Torque, BUY this book! You won't regret it I guarantee.
#78
05/20/2004 (6:59 pm)
...:\ I've done weapons on my own, I just can't figure out why I keep getting a statement from the engine about my :Object 'CrossbowAmmo' is not a member of the 'GameBaseData' data block class...? I then took the RealmWars script, edited in my 3DGPAi1 paths and I still get the error? I get the weapon mounting, but my ammo never picksup and gives the crossbow a bolt in the ready?

PS-sorry, this is following Chapter 5 of the First Edition...? I'm trying to type along and the earlier parts I did pickup, but going back over things I'd hacked together previously in development, I can't get this ammo working? I thought it might be my states, but they all seem the same as my working RealmWars demo. I can't understand why the engine refuses to recognize this object. When I mount the weapon, it appears to draw and quickly fire a bolt and never moves past that...and I don't even press the Trigger?
#79
05/20/2004 (11:10 pm)
$75 Canadian? Blah! Chapters has it for around $50, plus free shipping. I just ordered my second copy (a gift for a friend).
#80
05/21/2004 (4:14 am)
Just got the book, 1st thing I see in the Acknowledgements part is mention to Cornered Rats, Killer, Badger etc...

Small world CERDIP hope to see you on the battle field one day.

caf,
www.12thcav.com

PS: by the way look like my productivity just droped to 0 as I cannot put you book down LOL