The Game Programmer's Guide to Torque
Under the Hood of the Torque Game Engine
Seiten
2021
A K Peters (Verlag)
978-1-56881-284-7 (ISBN)
A K Peters (Verlag)
978-1-56881-284-7 (ISBN)
Provides a walkthrough of the Torque Game Engine. This book provides clear explanations of how to use Torque to create your own games and detailed discussions of the engine's inner workings. It offers step-by-step examples, detailed system descriptions, references, practical tips, tricks, and more.
The author takes readers on an in-depth walkthrough of the Torque Game Engine---one of the most popular, powerful, and easy to use game engines available today. With clear explanations of how to use Torque to create your own games and detailed discussions of the engine's inner workings, this book is a must read for any programmer interested in making games for fun or profit. It offers step-by-step examples, detailed system descriptions, in-depth references, practical tips, tricks, and more that provide readers all they need to understand the Torque Game Engine. See the Support page on the author's website for a revision of Chapter 15 (Torque Lighting). Downloadable resources are included with the book.
The author takes readers on an in-depth walkthrough of the Torque Game Engine---one of the most popular, powerful, and easy to use game engines available today. With clear explanations of how to use Torque to create your own games and detailed discussions of the engine's inner workings, this book is a must read for any programmer interested in making games for fun or profit. It offers step-by-step examples, detailed system descriptions, in-depth references, practical tips, tricks, and more that provide readers all they need to understand the Torque Game Engine. See the Support page on the author's website for a revision of Chapter 15 (Torque Lighting). Downloadable resources are included with the book.
Ed Maurina is a long-time Torque programmer and trainer. He currently works as a Senior Engineer for Intel and earned his B.S. in Computer Engineering from Oregon State University. He is a Co-founder of Hall of Worlds, an independent game studio and developer of educational tools for game engineers.
I Introduction 1 Introduction II Engine Overview 2 Torque from 10,000 Feet 3 Torque Tools 4 Introduction to TorqueScript III Game Elements 5 Torque Core Classes 6 Basic Game Classes 7 Gameplay Classes 8 Mission Objects9 Game Setup Scripting 10 Gameplay Scripting 11 Special Effects 12 Standard Torque Game Engine GUI Controls 13 Game Interfaces IV Making the Game 14 Putting it All Together
Erscheint lt. Verlag | 13.7.2021 |
---|---|
Reihe/Serie | A GarageGames Book |
Verlagsort | Natick |
Sprache | englisch |
Maße | 191 x 235 mm |
Gewicht | 2820 g |
Themenwelt | Kunst / Musik / Theater |
Informatik ► Grafik / Design ► Film- / Video-Bearbeitung | |
Informatik ► Software Entwicklung ► Spieleprogrammierung | |
Informatik ► Weitere Themen ► Computerspiele | |
ISBN-10 | 1-56881-284-1 / 1568812841 |
ISBN-13 | 978-1-56881-284-7 / 9781568812847 |
Zustand | Neuware |
Haben Sie eine Frage zum Produkt? |
Mehr entdecken
aus dem Bereich
aus dem Bereich
Schritt für Schritt zum perfekten Film: Videoschnitt, Effekte, Sound
Buch | Hardcover (2021)
Rheinwerk (Verlag)
49,90 €