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3D Game Programming All in One

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ISBN-10: 1598632663

ISBN-13: 9781598632668

Edition: 2nd 2007 (Revised)

Authors: Kenneth C. Finney, Kenneth C. Finney

List price: $54.99
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Are you an aspiring game developer with a great idea, but no practical knowledge for turning that idea into reality? 3D Game Programming All in One is the comprehensive guide you need! This new edition updates the original coverage with the latest version of Torque from GarageGames, and provides the very best tools available to the Indie game maker. This hands-on book not only teaches the technical skills behind 3D game programming, but also provides you with the practical experience you need to create your own games. As you create a first-person shooter, you?ll cover the techniques behind the programming, textures, and models that go into successful game creation. You?ll also cover the…    
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Book details

List price: $54.99
Edition: 2nd
Copyright year: 2007
Publisher: Course Technology
Publication date: 11/6/2006
Binding: Paperback
Pages: 1120
Size: 7.40" wide x 9.10" long x 2.50" tall
Weight: 4.994
Language: English

Kenneth C. Finney teaches in the Game Development and Entrepreneurship program at the University of Ontario Institute of Technology, in Oshawa, Ontario, Canada, where he runs the Game Development Workshop. Ken has taught game design, level and GUI design, game development, programming, and prototyping at the Art Institute of Toronto where he was lead faculty member in the Game Art & Design program for five years. Ken is the creator of the popular TubettiWorld "Online Campaign" Mod and the "QuicknDirty" game management tools for NovaLogic's Delta Force 2 game series. In addition to being an associate developer of the Torque Game Engine at GarageGames, Ken is the author of several books about…    

Introduction
Introduction to 3D Game Development
The Computer Game Industry
3D Game Genres and Styles
Game Platforms
Game Developer Roles
Publishing Your Game
Elements of a 3D Game
Game Engine
Scripts
Graphical User Interface
Models
Textures
Sound
Music
Support Infrastructure
The Torque Game Engine
Descriptions
Using Torque in This Book
Installing Torque
Moving Right Along
Introduction to Programming
UltraEdit-32
Program Setup and Configuration
Setting Up Projects and Files
Search and Replace
Find In Files
grep
Bookmarks
Macros
UltraEdit Review
Controlling Computers with Programs
Programming Concepts
How to Create and Run the Example Programs
Hello World
Expressions
Variables
Operators
Loops
Functions
Conditional Expressions
Branching
Debugging and Problem Solving
Best Practices
Moving Right Along
3D Programming Concepts
3D Concepts
Coordinate Systems
3D Models
3D Shapes
Displaying 3D Models
Transformation
Rendering
Scene Graphs
3D Audio
3D Programming
Programmed Translation
Programmed Rotation
Programmed Scaling
Programmed Animation
3D Audio
Moving Right Along
Game Programming
TorqueScript
Strings
Objects
Datablocks
Game Structure
Server Versus Client Design Issues
Common Functionality
Preparation
Root Main
Control Main
Initialization
Client
Server
Player
Running Emaga4
Moving Right Along
Game Play
The Changes
Folders
Modules
Control Modules
control/main.cs
Client Control Modules
control/client/client.cs
control/client/interfaces/menuscreen.gui
control/client/interfaces/playerinterface.gui
control/client/interfaces/splashscreen.gui
control/client/misc/screens.cs
control/client/misc/presetkeys.cs
Server Control Modules
control/server/server.cs
control/server/players/player.cs
control/server/weapons/weapon.cs
control/server/weapons/crossbow.cs
control/server/misc/item.cs
Running EMAGA5
Moving Right Along
Network
Direct Messaging
CommandToServer
CommandToClient
Direct Messaging Wrap-up
Triggers
Area Triggers
Animation Triggers
Weapon State Triggers
Player Event Control Triggers
GameConnection Messages
What GameConnection Messages Do
Specifics
Finding Servers
Code Changes
New Modules
Dedicated Server
Root Main Module
Control-Main Module
Control-Initialize Module
Emaga6 Map Files
Testing Emaga6
Testing Direct Messaging
Moving Right Along
Common Scripts
Game Initialization
Selected Common Server Modules
The Server Module
The Message Module
The MissionLoad Module
The MissionDownload Module
The ClientConnection Module
The Game Module
Selected Common Code Client Modules
The Canvas Module
The Mission Module
The MissionDownload Module
The Messages Module
A Final Word
Moving Right Along
Introduction to Textures
Using Textures
The Gimp 2
Installing the Gimp 2
Getting Started
Working with Files
The Gimp Feature Highlights
Layers
The Toolbox
Tool Options
Fill Tools
Other Tools
Moving Right Along
Skins
UV Unwrapping
The Skin Creation Process
Making a Soup Can Skin
The Soup Can Skinning Procedure
Adding Text
Testing the Soup Can Skin
Making a Vehicle Skin
The Dune Buggy Diversion
The Runabout Skinning Procedure
Testing the Runabout Skin
Making a Player Skin
The Head and Neck
Hair and Hands
The Clothes
Trying It on for Size
Moving Right Along
Creating GUI Elements
Controls
GuiChunkedBitmapCtrl
GuiControl
GuiTextCtrl
GuiButtonCtrl
GuiCheckBoxCtrl
GuiScrollCtrl
GuiTextListCtrl
GuiTextEditCtrl
The Torque GUI Editor
The Cook's Tour of the Editor
Creating an Interface
Moving Right Along
Structural Material Textures
Sources
Photography
Original Artwork
Scaling Issues
Tiling
Texture Types
Irregular
Rough
Pebbled
Woodgrain
Smooth
Patterned
Fabric
Metallic
Reflective
Plastic
Moving Right Along
Terrains
Terrains Explained
Terrain Characteristics
Terrain Data
Terrain Modeling
Height Maps
Terrain Cover
Tiling
Creating Terrains
The Height-Map Method
Applying Terrain Cover
Moving Right Along
Introduction to Modeling with MilkShape
MilkShape 3D
Installing MilkShape 3D
The MilkShape 3D GUI
Navigating in Views
View Scale and Orientation
The Soup Can Revisited
Menus
The Toolbox
The Keyframer
The Preferences Dialog Box
Other Features
UVMapper
The File Menu
The Edit Menu
The Help Menu
UV Mapping
Moving Right Along
Making a Character Model
Modeling Techniques
Shape Primitives
Box Method
Incremental Polygon Construction
Axial Extrusion
Arbitrary Extrusion
Topographical Shape Mapping
Hybrids
Modeling for Torque
The Base Hero Model
Preparation
The Head
The Torso
Matching the Head to the Torso
The Legs
Integrating the Legs to the Torso
The Arms
Integrating the Arms to the Torso
Testing the Tool Chain
The Hero Skin
Character Animation
Animating Characters in Torque
Building the Skeleton
Rigging: Attaching the Skeleton
Embedded Animations
Testing the Model
Animation Sequence Files
MilkShape 3D's DTS Exporters
The Standard Torque Game Engine (DTS) Exporter
The Enhanced Torque DTSPlus Exporter
Moving Right Along
Making a Vehicle Model
The Vehicle Model
The Sketch
The Model
The Wheels
Testing Your Runabout
Moving Right Along
Making Weapons and Items
The Health Kit
The Model
Testing the Health Kit
A Rock
Testing the Rock
Trees
The Solid Tree
Testing the Solid Tree
The Billboard Tree
The Tommy Gun
Making the Model
Skinning the Tommy Gun
Testing the Tommy Gun
The Tommy Gun Script
Moving Right Along
Making Structures
CSG Modeling
Torque Constructor
Installing Constructor
The Cook's Tour
Quick Start
Building Bridges
Building a House
Moving Right Along
Making the Game World Environment
Sky
Skyboxes
The Sky Mission Object
Clouds
Cloud Specifications
Cloud Textures
Water
Fog
Storms
Water Blocks
Terraforming
Moving Right Along
Creating and Programming Sound
Audacity
Installing Audacity
Using Audacity
Audacity Reference
OpenAL
Audio Profiles and Datablocks
Audio Descriptions
Trying It Out
Koob
Moving Right Along
Game Sound and Music
Player Sounds
Rustlers
Footsteps
Utterances
Weapon Sounds
Installing the Mission Editor
Crossbow Sounds
Tommy Gun Preparation
Vehicle Sounds
Environmental Sounds
Interface Sounds
Music
Moving Right Along
Creating the Game Mission
Game Design
Requirements
Constraints
Koob
Torque Mission Editor
File Menu
Edit Menu
Camera Menu
Other Menus
World Editor
Terrain Editor
Terrain Terraform Editor
Terrain Texture Editor
Mission Area Editor
Building the World
Particles
The Terrain
Items and Structures
Moving Right Along
The Game Server
The Player-Character
Player Spawning
Vehicle Mounting
The Model
Server Code
Vehicle
Oh Yeah, the Model
Datablock
Triggering Events
Creating Triggers
Scoring
Moving Right Along
The Game Client
Client Interfaces
MenuScreen Interface
SoloScreen Interface
Host Interface
FindServer Interface
ChatBox Interface
MessageBox Interface
Client Code
MenuScreen Interface Code
SoloScreen Interface Code
Host Interface Code
FindServer Interface Code
ChatBox Interface Code
MessageBox Interface Code
Game Cycling
Final Change
Moving Right Along
The End Game
Testing
Basics
Regression
Play Testing
Test Harnesses
Hosted Servers
Dedicated Servers
FPS Game Ideas
Other Genres
Modifying and Extending Torque
Go for It
The Torque Reference
Additional Resources
Game Development Tool Reference
map2dif_plus_plus Reference
GNU General Public License
Index