Torque 3D Game Development Cookbook


Torque 3D Game Development Cookbook
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Overview
Table of Contents
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  • Clear step-by-step instruction and practical examples to advance your understanding of Torque 3D and all of its sub-systems
  • Explore essential topics such as graphics, sound, networking and user input
  • Helpful tips and techniques to increase the potential of your Torque 3D games

Book Details

Language : English
Paperback : 380 pages [ 235mm x 191mm ]
Release Date : January 2013
ISBN : 1849693544
ISBN 13 : 9781849693547
Author(s) : David Wyand
Topics and Technologies : All Books, Game Development, Cookbooks, Games

Table of Contents

Preface
Chapter 1: TorqueScript: The Only Script You Need to Know
Chapter 2: Working with Your Editors
Chapter 3: Graphical User Interface
Chapter 4: Camera and Mouse Controls
Chapter 5: Your Graphics Evolved
Chapter 6: Make That Sound Happen
Chapter 7: Game Objects
Chapter 8: Multiplayer Servers
Chapter 9: Importance of Networking
Chapter 10: Miscellaneous Gameplay Features
Index
  • Chapter 1: TorqueScript: The Only Script You Need to Know
    • Introduction
    • Accessing delimited fields within a string
    • Iterating on words in a string list
    • Retrieving components of a variable using accessors
    • Iterating on objects in a SimSet or SimGroup collection
    • Getting a random object from a SimSet or SimGroup collection
    • Finding an object in a SimSet or SimGroup collection using its internal name
    • Executing a method on a SimSet or SimGroup collection
    • Creating a new SimObject instance
    • Creating a new internal name only SimObject instance
    • Creating a new Datablock object
    • Creating a new singleton
    • Extending a SimObject instance using the class property
    • Using a variable to access methods or properties of a SimObject instance
    • Using call() to call a variable method on a SimObject instance with arguments
    • Using call() to call a variable function with arguments
    • Using script arrays as dictionaries
    • Using ArrayObject and custom script sorting callbacks
    • Scheduling SimObject methods
    • Scheduling functions
    • Activating and deactivating a package
    • Chapter 2: Working with Your Editors
      • Introduction
      • Setting up fogging of the level
      • How to cover seams and texture changes using decals placed in the World Editor
      • Copying the transform of an object to another in the World Editor window
      • How to change the material of an object in the World Editor
      • Setting up a glow mask using the Material Editor window
      • Using a convex shape as a zone
      • Setting zone-specific ambient lighting
      • Grouping adjacent zones together
      • Chapter 3: Graphical User Interface
        • Introduction
        • Creating a password text edit box
        • Using pushDialog() and popDialog() and setting up the UI file to work with them
        • Displaying metrics (such as FPS) from the console
        • Displaying a list of all game objects
        • Displaying a level at the main menu
        • Dragging and dropping between two windows
        • Chapter 4: Camera and Mouse Controls
          • Introduction
          • Locking and hiding the mouse while the right mouse button is down
          • Clicking on an object in the scene (client-side)
          • Clicking on an object in the scene (server-side)
          • Picking up an item in the scene while the mouse is locked and hidden
          • Changing the camera's view and control mode
          • Giving the camera smooth movement
          • Having the camera follow a path
          • Chapter 5: Your Graphics Evolved
            • Introduction
            • Using the built-in video recording
            • Changing the material of a ShapeBase object using script
            • Building a custom material
            • Building a custom material using advanced lighting
            • Building a postFX
            • Chapter 6: Make That Sound Happen
              • Introduction
              • Playing a quick 2D or 3D sound on all clients
              • Using SFXEmitter to create networked sound effects
              • Playing a sound on a ShapeBase object
              • Playing music while a level is loading
              • How to have a background sound for a level
              • How to have music change according to the mood
              • Triggering an event during sound playback
              • Chapter 7: Game Objects
                • Introduction
                • Playing an animation sequence on a TSStatic class
                • Playing an animation sequence on a ShapeBase class
                • How to make it rain using a Precipitation object
                • Using the Lightning object to automatically create a thunderstorm
                • Using the TimeOfDay object to generate events
                • Chapter 8: Multiplayer Servers
                  • Introduction
                  • How to start a dedicated server
                  • What ports are needed to be open or forwarded for a multiplayer server
                  • Passing arbitrary parameters from the client to the server
                  • How to become an admin on a server
                  • Kicking and banning people from the server
                  • Stopping a server from restarting when the last player leaves
                  • Accessing the server connection from the client
                  • How to access all client connections from the server
                  • Broadcasting a message to all clients and having it displayed in the center of the screen
                  • Chapter 9: Importance of Networking
                    • Introduction
                    • Sending a network event from the client to the server
                    • Sending a network event from the server to the client
                    • Connecting as a TCP client
                    • Setting up a TCP server
                    • Connecting as an HTTP client
                    • Using an RSS feed for game news, message of the day, or other client messages
                    • How to activate, deactivate, and use Telnet for console access
                    • Chapter 10: Miscellaneous Gameplay Features
                      • Introduction
                      • How to have a sprinting player use up energy
                      • Enabling and disabling air control
                      • How to jump jet
                      • Adjusting the fire spread of a weapon
                      • Changing the number of shots fired from a weapon
                      • Making a weapon use energy rather than ammo
                      • Finding objects in range
                      • Using the message producer/consumer system

                      David Wyand

                      David Wyand has been using GarageGames' Torque Game Engine for the past 10 years. Among his other interestes are 3D graphics applications, computer networking and Artificial Intelligence for computer games.
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                      What you will learn from this book

                      • Game data manipulation and event scheduling using TorqueScript
                      • Work with and display Torque 3D’s built-in metrics to expose your game’s performance characteristics
                      • Improve your game’s frame rate through proper zone and portal set up
                      • Learn hidden TorqueScript secrets to ease game development
                      • Set up standard RPG mouse controls and object manipulation
                      • Learn to create a drag-and-drop inventory front end
                      • Go beyond the standard FPS weapon set-up to make each weapon unique
                      • Refine the look of your game using various object animation capabilities and damage states
                      • Work with multiplayer servers and pass game specific data to and from the client
                      • Have your game communicate with various third party online services

                      In Detail

                      Torque 3D is a popular game engine that supports you in every step along the way to making your game a reality. Even with all of the power and tools that Torque 3D provides, finishing a high quality 3D game requires time and knowledge.

                      "Torque 3D Game Development Cookbook" is a practical guide that takes you through each of the major steps on the journey to creating your game, while learning a few tricks along the way.

                      The recipes in this book start off with learning some of the finer points about TorqueScript. The book then moves on to each of Torque 3D’s subsystems and ends with a variety of game play recipes.

                      The various topics covered include activating level-specific game code and scheduling game events, dragging and dropping items between windows to work with an in-game inventory system, and covering the seams between objects with well placed decals. Some of the advanced topics include writing custom shaders and postFX, using zones to improve rendering performance, and enhancing your game’s ambience through sound.

                      Once you are done with Torque 3D Game Development Cookbook you’ll be on your way to creating amazing 3D games and gain expert knowledge of Torque 3D.

                      Approach

                      Cookbook; packed with recipes to help you create amazing 3D games with Torque. The recipes provide clear step-by-step instruction and practical examples to advance your understanding of Torque 3D and all of its subsystems.

                      Who this book is for

                      The book is written for professional and indie game developers that have basic knowledge of TorqueScript, are acquainted with Torque 3D’s built-in tools, and wish to take their skills to the next level. Having gone through the comprehensive Torque 3D 1.2 FPS game tutorial on the GarageGames website (or its equivalent) is assumed.

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