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3D Game Programming All in One, Third Edition

Book Description

The latest edition of a bestselling book, 3D GAME PROGRAMMING ALL IN ONE, THIRD EDITION uses the Torque Game Engine technology to show readers how to quickly create their own professional quality games. Rather than getting bogged down in the details of programming, readers learn how to maximize all of Torque3D's powerful capabilities. A comprehensive guide to 3D game programming, the book provides an overview of the gaming industry, game engines, programming, 3D concepts, texturing and modeling, and even audio engineering. Once all the techniques are presented, readers will use all of their new skills to create a sample game. Featuring fifty percent new content this new edition features coverage of Torque3D - the newest version of the Torque Game Engine - pixel and vertex shaders, aggregation models, and advanced lighting features and capabilities.

Table of Contents

  1. Title Page
  2. Copyright Page
  3. Dedication
  4. ACKNOWLEDGMENTS
  5. ABOUT THE AUTHOR
  6. CONTENTS
  7. INTRODUCTION
  8. CHAPTER 1 INTRODUCTION TO 3D GAME DEVELOPMENT
    1. THE COMPUTER GAME INDUSTRY
    2. ELEMENTS OF A 3D GAME
    3. TORQUE 3D
    4. INSTALLING TORQUE 3D
    5. MOVING RIGHT ALONG
  9. CHAPTER 2 INTRODUCTION TO PROGRAMMING
    1. TORSION
    2. CONTROLLING COMPUTERS WITH PROGRAMS
    3. PROGRAMMING CONCEPTS
    4. MOVING RIGHT ALONG
  10. CHAPTER 3 3D PROGRAMMING CONCEPTS
    1. 3D CONCEPTS
    2. DISPLAYING 3D MODELS
    3. 3D PROGRAMMING
    4. MOVING RIGHT ALONG
  11. CHAPTER 4 GAME PROGRAMMING
    1. TORQUESCRIPT
    2. GAME STRUCTURE
    3. SERVER VERSUS CLIENT DESIGN ISSUES
    4. CORE FUNCTIONALITY
    5. PREPARATION
    6. ROOT MAIN
    7. CONTROL MAIN
    8. INITIALIZATION
    9. CLIENT
    10. SERVER
    11. PLAYER
    12. RUNNING EMAGA4
    13. MOVING RIGHT ALONG
  12. CHAPTER 5 GAME PLAY
    1. THE CHANGES
    2. CONTROL MODULES
    3. CLIENT CONTROL MODULES
    4. SERVER CONTROL MODULES
    5. RUNNING EMAGA5
    6. MOVING RIGHT ALONG
  13. CHAPTER 6 NETWORK
    1. DIRECT MESSAGING
    2. TRIGGERS
    3. GAMECONNECTION MESSAGES
    4. FINDING SERVERS
    5. DEDICATED SERVER
    6. TESTING EMAGA6
    7. MOVING RIGHT ALONG
  14. CHAPTER 7 THE CORE FOLDER
    1. GAME INITIALIZATION
    2. SELECTED CORE SERVER MODULES
    3. SELECTED CORE CODE CLIENT MODULES
    4. A FINAL WORD
    5. MOVING RIGHT ALONG
  15. CHAPTER 8 INTRODUCTION TO TEXTURES
    1. USING TEXTURES
    2. GIMP 2
    3. GIMP FEATURE HIGHLIGHTS
    4. MOVING RIGHT ALONG
  16. CHAPTER 9 SKINS
    1. UV UNWRAPPING
    2. THE SKIN CREATION PROCESS
    3. MAKING A SOUP CAN SKIN
    4. MAKING A VEHICLE SKIN
    5. MAKING A PLAYER SKIN
    6. MOVING RIGHT ALONG
  17. CHAPTER 10 CREATING GUI ELEMENTS
    1. CONTROLS
    2. THE TORQUE GUI EDITOR
    3. CREATING AN INTERFACE
    4. MOVING RIGHT ALONG
  18. CHAPTER 11 STRUCTURAL MATERIAL TEXTURES
    1. SOURCES
    2. SCALING ISSUES
    3. TILING
    4. TEXTURE TYPES
    5. MOVING RIGHT ALONG
  19. CHAPTER 12 TERRAINS
    1. TERRAINS EXPLAINED
    2. TERRAIN MODELING
    3. CREATING TERRAINS
    4. MOVING RIGHT ALONG
  20. CHAPTER 13 INTRODUCTION TO MODELING WITH MILKSHAPE
    1. MILKSHAPE 3D
    2. UVMAPPER
    3. MOVING RIGHT ALONG
  21. CHAPTER 14 MAKING A CHARACTER MODEL
    1. MODELING TECHNIQUES
    2. MODELING FOR TORQUE 3D
    3. THE BASE HERO MODEL
    4. TESTING THE TOOL CHAIN
    5. THE HERO SKIN
    6. CHARACTER ANIMATION
    7. MILKSHAPE 3D’S DTS EXPORTERS
    8. MOVING RIGHT ALONG
  22. CHAPTER 15 MAKING A VEHICLE MODEL
    1. THE VEHICLE MODEL
    2. THE WHEELS
    3. TESTING YOUR RUNABOUT
    4. MOVING RIGHT ALONG
  23. CHAPTER 16 MAKING ITEMS, SCENERY, AND WEAPONS
    1. THE HEALTH KIT
    2. A ROCK
    3. TREES
    4. SCENERY SPREADING
    5. MATERIAL-SPECIFIC SCENERY
    6. THE TOMMY GUN
    7. MOVING RIGHT ALONG
  24. CHAPTER 17 MAKING STRUCTURES
    1. CSG MODELING
    2. TORQUE CONSTRUCTOR
    3. INSTALLING CONSTRUCTOR
      1. THE COOK’S TOUR
    4. BUILDING BRIDGES
    5. BUILDING A HOUSE
    6. MOVING RIGHT ALONG
  25. CHAPTER 18 MAKING THE GAME WORLD ENVIRONMENT
    1. SKY
    2. CLOUDS
    3. WATER
    4. TERRAFORMING
    5. MOVING RIGHT ALONG
  26. CHAPTER 19 CREATING AND PROGRAMMING SOUND
    1. AUDACITY
    2. OPENAL
    3. AUDIO PROFILES AND DATABLOCKS
    4. MOVING RIGHT ALONG
  27. CHAPTER 20 GAME SOUND AND MUSIC
    1. KOOB
    2. PLAYER SOUNDS
    3. WEAPON SOUNDS
    4. VEHICLE SOUNDS
    5. ENVIRONMENTAL SOUNDS
    6. MUSIC
    7. MOVING RIGHT ALONG
  28. CHAPTER 21 CREATING THE GAME MISSION
    1. GAME DESIGN
    2. TORQUE WORLD EDITOR
    3. BUILDING THE WORLD
    4. MOVING RIGHT ALONG
  29. CHAPTER 22 THE GAME SERVER
    1. THE PLAYER-CHARACTER
    2. VEHICLE
    3. TRIGGERING EVENTS
    4. MOVING RIGHT ALONG
  30. CHAPTER 23 THE GAME CLIENT
    1. CLIENT INTERFACES
    2. CLIENT CODE
    3. GAME CYCLING
    4. FINAL CHANGE
    5. MOVING RIGHT ALONG
  31. CHAPTER 24 THE END GAME
    1. TESTING
    2. HOSTED SERVERS
    3. DEDICATED SERVERS
    4. FPS GAME IDEAS
    5. OTHER GENRES
    6. MODIFYING AND EXTENDING TORQUE
    7. GO FOR IT
  32. APPENDIX A TORQUE 3D REFERENCE
    1. TORQUE REFERENCE TABLES
  33. APPENDIX B ADDITIONAL RESOURCES
    1. GAME DEVELOPMENT RESOURCES ON THE INTERNET
  34. APPENDIX C GAME DEVELOPMENT TOOL REFERENCE
    1. SHAREWARE AND FREEWARE TOOLS
    2. RETAIL TOOLS
  35. APPENDIX D GNU GENERAL PUBLIC LICENSE
    1. PREAMBLE
    2. TERMS AND CONDITIONS
  36. INDEX