Cover image for 3D Game Programming All in One.
3D Game Programming All in One.
Title:
3D Game Programming All in One.
Author:
Finney, Kenneth V.
Personal Author:
Physical Description:
1 online resource (848 pages)
Contents:
Contents -- Introduction -- Chapter 1 Introduction to 3D Game Development -- The Computer Game Industry -- 3D Game Genres and Styles -- Game Platforms -- Game Developer Roles -- Publishing Your Game -- Elements of a 3D Game -- Game Engine -- Scripts -- Graphical User Interface -- Models -- Textures -- Sound -- Music -- Support Infrastructure -- The Torque Game Engine -- Descriptions -- Using Torque in This Book -- Moving Right Along -- Chapter 2 Introduction to Programming -- UltraEdit-32 -- Program Setup and Configuration -- Setting Up Projects and Files -- Search and Replace -- Find in Files -- grep -- Bookmarks -- Macros -- UltraEdit Review -- Controlling Computers with Programs -- Programming Concepts -- How to Create and Run the Example Programs -- Hello World -- Expressions -- Variables -- Operators -- Loops -- Functions -- Conditional Expressions -- Branching -- Debugging and Problem Solving -- Best Practices -- Moving Right Along -- Chapter 3 3D Programming Concepts -- 3D Concepts -- Coordinate Systems -- 3D Models -- 3D Shapes -- Displaying 3D Models -- Transformation -- Rendering -- Scene Graphs -- 3D Audio -- 3D Programming -- Programmed Translation -- Programmed Rotation -- Programmed Scaling -- Programmed Animation -- 3D Audio -- Moving Right Along -- Chapter 4 Game Programming -- Torque Script -- Strings -- Objects -- DataBlocks -- Game Structure -- Server versus Client Design Issues -- Common Functionality -- Preparation -- Root Main -- Control Main -- Initialization -- Client -- Server -- Player -- Running Emaga4 -- Moving Right Along -- Chapter 5 Game Play -- The Changes -- Folders -- Modules -- Control Modules -- control/main.cs -- Client Control Modules -- control/client/client.cs -- control/client/interfaces/menuscreen.gui -- control/client/interfaces/playerinterface.gui -- control/client/interfaces/splashscreen.gui.

control/client/misc/screens.cs -- control/client/misc/presetkeys.cs -- Server Control Modules -- control/server/server.cs -- control/server/players/player.cs -- control/server/weapons/weapon.cs -- control/server/weapons/crossbow.cs -- control/server/misc/item.cs -- Running Emaga5 -- Moving Right Along -- Chapter 6 Network -- Direct Messaging -- CommandToServer -- CommandToClient -- Direct Messaging Wrap-up -- Triggers -- Area Triggers -- Animation Triggers -- Weapon State Triggers -- Player Event Control Triggers -- GameConnection Messages -- What GameConnection Messages Do -- Specifics -- Finding Servers -- Code Changes -- New Modules -- Dedicated Server -- Root Main Module -- Control-Main Module -- Control-Initialize Module -- Testing Emaga6 -- Moving Right Along -- Chapter 7 Common Scripts -- Game Initialization -- Selected Common Server Modules -- The Server Module -- The Message Module -- The MissionLoad Module -- The MissionDownload Module -- The ClientConnection Module -- The Game Module -- Selected Common Code Client Modules -- The Canvas Module -- The Mission Module -- The MissionDownload Module -- The Messages Module -- A Final Word -- Moving Right Along -- Chapter 8 Introduction to Textures -- Using Textures -- Paint Shop Pro -- Installing Paint Shop Pro -- Getting Started -- Working with Files -- Paint Shop Pro Features -- Moving Right Along -- Chapter 9 Skins -- UV Unwrapping -- The Skin Creation Process -- Making a Soup Can Skin -- The Soup Can Skinning Procedure -- Testing the Soup Can Skin -- Making a Vehicle Skin -- The Dune Buggy Diversion -- Testing the Runabout Skin -- Making a Player Skin -- The Head and Neck -- Hair and Hands -- The Clothes -- Trying It on for Size -- Moving Right Along -- Chapter 10 Creating GUI Elements -- Controls -- GuiChunkedBitmapCtrl -- GuiControl -- GuiTextCtrl -- GuiButtonCtrl -- GuiCheckBoxCtrl.

GuiScrollCtrl -- GuiTextListCtrl -- GuiTextEditCtrl -- The Torque GUI Editor -- The Cook's Tour of the Editor -- Moving Right Along -- Chapter 11 Structural Material Textures -- Sources -- Photography -- Original Artwork -- Scaling Issues -- Tiling -- Texture Types -- Irregular -- Rough -- Pebbled -- Woodgrain -- Smooth -- Patterned -- Fabric -- Metallic -- Reflective -- Plastic -- Moving Right Along -- Chapter 12 Terrains -- Terrains Explained -- Terrain Characteristics -- Terrain Data -- Terrain Modeling -- Height Maps -- Terrain Cover -- Tiling -- Creating Terrains -- The Height-Map Method -- Applying Terrain Cover -- Moving Right Along -- Chapter 13 Introduction to Modeling with MilkShape -- MilkShape 3D -- Installing MilkShape 3D -- The MilkShape 3D GUI -- Navigating in Views -- View Scale and Orientation -- The Soup Can Revisited -- Menus -- The Toolbox -- The Preferences Dialog Box -- UVMapper -- The File Menu -- The Edit Menu -- The Help Menu -- UV Mapping -- Moving Right Along -- Chapter 14 Making a Character Model -- Modeling Techniques -- Shape Primitives -- Incremental Polygon Construction -- Axial Extrusion -- Arbitrary Extrusion -- Topographical Shape Mapping -- Hybrids -- The Base Hero Model -- The Head -- The Torso -- Matching the Head to the Torso -- The Legs -- Integrating the Legs to the Torso -- The Arms -- Integrating the Arms to the Torso -- The Hero Skin -- Character Animation -- Animating Characters in Torque -- Building the Skeleton -- Rigging: Attaching the Skeleton -- Exporting the Model for Torque -- The Torque DTS Exporter for MilkShape -- The Torque Game Engine (DTS) Exporter Dialog Box -- Special Materials -- Animation Sequences -- Moving Right Along -- Chapter 15 Making a Vehicle Model -- The Vehicle Model -- The Sketch -- The Model -- The Wheels -- Testing Your Runabout -- Moving Right Along.

Chapter 16 Making Weapons and Items -- The Health Kit -- The Model -- Testing the Health Kit -- A Rock -- Testing the Rock -- Trees -- The Solid Tree -- Testing the Solid Tree -- The Billboard Tree -- Testing the Billboard Tree -- The Tommy Gun -- Making the Model -- Skinning the Tommy Gun -- Testing the Tommy Gun -- The Tommy Gun Script -- Moving Right Along -- Chapter 17 Making Structures -- Installing QuArK -- Using the Installer -- Configuration -- Quick Start -- Building Bridges -- Building a House -- Moving Right Along -- Chapter 18 Making the Game World Environment -- Skyboxes -- Creating the Skybox Images -- Adjusting for Perspective -- The Sky Mission Object -- Cloud Layers -- Cloud Specifications -- Cloud Textures -- Fog -- Storms -- Setting Up Sound -- Storm Materials -- Lightning -- Rain -- A Perfect Storm -- Water Blocks -- Terraforming -- Moving Right Along -- Chapter 19 Creating and Programming Sound -- Audacity -- Installing Audacity -- Using Audacity -- Audacity Reference -- OpenAL -- Audio Profiles and Data Blocks -- Audio Descriptions -- Trying It Out -- Koob -- Moving Right Along -- Chapter 20 Game Sound and Music -- Player Sounds -- Footsteps -- Utterances -- Weapon Sounds -- Vehicle Sounds -- Environmental Sounds -- Interface Sounds -- Music -- Moving Right Along -- Chapter 21 Creating the Game Mission -- Game Design -- Requirements -- Constraints -- Koob -- Torque Mission Editor -- World Editor -- Terrain Editor -- Terrain Terraform Editor -- Terrain Texture Editor -- Mission Area Editor -- Building the World -- Particles -- The Terrain -- Items and Structures -- Moving Right Along -- Chapter 22 The Game Server -- The Player-Character -- Player Spawning -- Vehicle Mounting -- The Model -- Server Code -- Vehicle -- Model -- Datablock -- Triggering Events -- Creating Triggers -- Scoring -- Moving Right Along.

Chapter 23 The Game Client -- Client Interfaces -- MenuScreen Interface -- SoloPlay Interface -- Host Interface -- FindServer Interface -- ChatBox Interface -- MessageBox Interface -- Client Code -- MenuScreen Interface Code -- SoloPlay Interface Code -- Host Interface Code -- FindServer Interface Code -- ChatBox Interface Code -- MessageBox Interface Code -- Game Cycling -- Final Change -- Moving Right Along -- Chapter 24 The End Game -- Testing -- Basics -- Regression -- Play Testing -- Test Harnesses -- Hosted Servers -- Dedicated Servers -- FPS Game Ideas -- Other Genres -- Modifying and Extending Torque -- Go For It -- Appendix A: The Torque Game Engine Reference -- Torque Console Script Command Reference -- Torque Reference Tables -- Appendix B: Game Development Resources on the Internet -- Torque-Related Web Sites -- Game Development Web Sites -- Appendix C: Game Development Tool Reference -- Shareware and Freeware Tools -- Modeling -- Image Editing -- Programming Editing -- Audio Editing -- Retail Tools -- GNU General Public License -- Appendix D: QuArK Reference -- The Map Editor -- Configuration Utility -- General -- Map -- map2dif Reference -- Index -- A -- B -- C -- D -- E -- F -- G -- H -- I -- J -- K -- L -- M -- N -- O -- P -- Q -- R -- S -- T -- U -- V -- W -- X -- Z.
Local Note:
Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2017. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
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