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3D Game Programming All in One, Third Edition by Kenneth C. Finney

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CHAPTER 21CREATING THE GAME MISSION

Let’s take a moment to step back and see where we are.

In the first chapters of the book you learned the basics of programming and how to apply those concepts to real things that can be done with a modern game engine. In the process you learned how to use Torque to try out your ideas. You saw that Torque has a powerful script system and the things you can do with it are almost limitless.

We then moved on to artwork, starting with textures and graphic images. You learned about a couple of new tools—Gimp 2 and UVMapper—and how to apply them to the task of skinning 3D objects and GUI screens.

Then we got into modeling 3D objects, using a few more tools—MilkShape and Constructor—to create the models using different ...

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