TAILIEUCHUNG - 3D Game Programming All in One- P2

3D Game Programming All in One- P2: During the past several years while working on the Tubettiland “Online Campaign” software and more recently while working on the Tubettiworld game, I figure I’ve received more than a hundred queries from people of all ages about how to get started making games. There were queries from 40-year-olds and 13-year-olds and every age in between. Most e-mails were from guys I would estimate to be in their late teens or early 20s. | Introduction xxix Torque Engine. Hands-on sample programs that you can try are available on the companion CD. We ll move on to examining the 3D concepts that you will need to understand some of the more sophisticated activities later in the book. This will provide a foundation for both the programming and the modeling tasks that you will take on later. Torque Once you ve been powered up with sufficient knowledge and understanding of the main concepts in 3D game development we ll get into using the Torque Engine in detail. You will learn how to handle client server programming how to control the player-character how to send messages between players how to create and control AI bots and much more. Concepts will be presented with exercises and sample programs which are available on the CD. Although we will cover some of the more intricate low-level workings of the Torque Engine in order to understand it better it s important to realize that as an independent game developer you ll benefit more from mastering the higher-level functions that utilize the engine for us so you can worry about other stuff like game play. Without game play you won t have a game. Textures Next the book will show you everything you need to know about game textures how to create them how to modify and manipulate them and how to use them in the game. The coverage is comprehensive all of the texture types and their uses are discussed skins tiles terrain skyboxes height maps GUI widgets and more. You will be guided through exercises in creating each of the texture types. A library of textures is available on the companion CD to fill in any gaps in your texture needs. Models Then we get to the meat of a 3D game the models. In these chapters we will be delving into the world of low-poly modeling. We ll talk about the general principles involved in ways that can be applied to other tools such as the expensive 3D MAX or Maya. But the practical focus will be geared toward using MilkShape UVMapper and .

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