Cover image for Torque 3D Game Development Cookbook.
Torque 3D Game Development Cookbook.
Title:
Torque 3D Game Development Cookbook.
Author:
Wyand, David.
ISBN:
9781849693554
Personal Author:
Physical Description:
1 online resource (459 pages)
Contents:
Torque 3D Game Development Cookbook -- Table of Contents -- Torque 3D Game Development Cookbook -- Credits -- About the Author -- About the Reviewers -- www.PacktPub.com -- Support files, eBooks, discount offers and more -- Why Subscribe? -- Free Access for Packt account holders -- Preface -- What this book covers -- What you need for this book -- Who this book is for -- Conventions -- Reader feedback -- Customer support -- Downloading the color images of this book -- Downloading the example code -- Errata -- Piracy -- Questions -- 1. TorqueScript: The Only Script You Need to Know -- Introduction -- Accessing delimited fields within a string -- Getting ready -- How to do it... -- How it works... -- There's more... -- Skipping spaces (only tab and new line delimiters) -- Skipping spaces and tabs (only new line delimiters) -- See also -- Iterating on words in a string list -- Getting ready -- How to do it... -- How it works... -- There's more... -- See also -- Retrieving components of a variable using accessors -- Getting ready -- How to do it... -- How it works... -- There's more... -- See also -- Iterating on objects in a SimSet or SimGroup collection -- Getting ready -- How to do it... -- How it works... -- There's more... -- See also -- Getting a random object from a SimSet or SimGroup collection -- Getting ready -- How to do it... -- How it works... -- See also -- Finding an object in a SimSet or SimGroup collection using its internal name -- Getting ready -- How to do it... -- How it works... -- There's more... -- Including children SimSet and SimGroup collections in the search -- Using the special -> operator -- Using the special --> operator -- See also -- Executing a method on a SimSet or SimGroup collection -- Getting ready -- How to do it... -- How it works... -- There's more... -- See also -- Creating a new SimObject instance.

How to do it... -- How it works... -- There's more... -- Creating a new SimObject instance with a globally unique name -- Creating a new SimObject instance with defined properties -- Creating a new SimObject instance based on another SimObject instance -- See also -- Creating a new internal name only SimObject instance -- How to do it... -- How it works... -- There's more... -- See also -- Creating a new Datablock object -- How to do it... -- How it works... -- There's more... -- Creating a new Datablock object based on another Datablock object -- Limited total number of Datablocks -- The datablock keyword should only be used on the server -- Datablock properties should be considered static -- See also -- Creating a new singleton -- How to do it... -- How it works... -- See also -- Extending a SimObject instance using the class property -- Getting ready -- How to do it... -- How it works... -- There's more... -- Working with a class namespace after object creation -- Extending even further with the superClass property -- Understanding the namespace hierarchy -- Limitations of the class property -- See also -- Using a variable to access methods or properties of a SimObject instance -- Getting ready -- How to do it... -- How it works... -- See also -- Using call() to call a variable method on a SimObject instance with arguments -- Getting ready -- How to do it... -- How it works... -- There's more... -- See also -- Using call() to call a variable function with arguments -- Getting ready -- How to do it... -- How it works... -- There's more... -- See also -- Using script arrays as dictionaries -- Getting ready -- How to do it... -- How it works... -- See also -- Using ArrayObject and custom script sorting callbacks -- Getting ready -- How to do it... -- How it works... -- See also -- Scheduling SimObject methods -- Getting ready -- How to do it...

How it works... -- There's more... -- See also -- Scheduling functions -- Getting ready -- How to do it... -- How it works... -- There's more... -- See also -- Activating and deactivating a package -- Getting ready -- How to do it... -- How it works... -- There's more... -- 2. Working with Your Editors -- Introduction -- Setting up fogging of the level -- Getting ready -- How to do it... -- How it works... -- There's more... -- Fog and the ScatterSky class -- How to cover seams and texture changes using decals placed in the World Editor -- Getting ready -- How to do it... -- How it works... -- There's more... -- Working with decal instances -- TSStatic shapes and decalType property -- Copying the transform of an object to another in the World Editor window -- Getting ready -- How to do it... -- How it works... -- There's more... -- Copying only position (or rotation, or scale) of an object -- Nudging the selected object -- Rotating an object using degrees -- Manipulating more than one object -- How to change the material of an object in the World Editor -- Getting ready -- How to do it... -- How it works... -- There's more... -- Modifying materials that do not start with base_ -- Skinning multiple materials at once -- Setting up a glow mask using the Material Editor window -- Getting ready -- How to do it... -- How it works... -- There's more... -- Effect of alpha threshold on glow -- Using more than one material -- Using a convex shape as a zone -- Getting ready -- How to do it... -- How it works... -- There's more... -- Quickly zoning a level -- Game engine performance considerations -- See also -- Setting zone-specific ambient lighting -- Getting ready -- How to do it... -- How it works... -- See also -- Grouping adjacent zones together -- Getting ready -- How to do it... -- How it works... -- See also -- 3. Graphical User Interface.

Introduction -- Creating a password text edit box -- Getting ready -- How to do it... -- How it works... -- There's more... -- Using pushDialog() and popDialog() and setting up the UI file to work with them -- Getting ready -- How to do it... -- How it works... -- There's more... -- Executing the .gui file of the dialog box -- Standard dialog box callbacks -- Making a non-modal dialog box -- Difference between pushDialog() and setContent() -- Using a different root control for the dialog box -- Displaying metrics (such as FPS) from the console -- Getting ready -- How to do it... -- How it works... -- There's more... -- A list of all standard metrics -- Creating game-specific metrics -- Displaying a list of all game objects -- Getting ready -- How to do it... -- How it works... -- Displaying a level at the main menu -- Getting ready -- How to do it... -- How it works... -- There's more... -- Making the main menu level more interesting -- Performance considerations -- Dragging and dropping between two windows -- Getting ready -- How to do it… -- How it works... -- There's more... -- Dialog boxes and the drag-and-drop operation -- How to use the inventory and paper doll windows in a game -- How to pass along game play information with the dragged controls -- 4. Camera and Mouse Controls -- Introduction -- Locking and hiding the mouse while the right mouse button is down -- Getting ready -- How to do it... -- How it works... -- There's more... -- Clicking on an object in the scene (client-side) -- Getting ready -- How to do it... -- How it works... -- There's more... -- Collision mesh required -- Client-side-only limitations -- Single-player games -- Type masks -- See also -- Clicking on an object in the scene (server-side) -- Getting ready -- How to do it... -- How it works... -- There's more... -- Collision mesh required -- See also.

Picking up an item in the scene while the mouse is locked and hidden -- Getting ready -- How to do it... -- How it works... -- There's more... -- See also -- Changing the camera's view and control mode -- Getting ready -- How to do it... -- How it works... -- See also -- Giving the camera smooth movement -- Getting ready -- How to do it... -- How it works... -- There's more... -- Camera speed boost and brakes using triggers -- Smooth camera rotation -- Having the camera follow a path -- Getting ready -- How to do it... -- How it works... -- There's more... -- Maximum size of node list -- Manually stopping and changing direction -- Node callback -- 5. Your Graphics Evolved -- Introduction -- Using the built-in video recording -- Getting ready -- How to do it... -- How it works... -- There's more... -- Playing back Theora videos on Windows -- Record to individual PNG frames -- Changing the material of a ShapeBase object using script -- Getting ready -- How to do it... -- How it works... -- There's more... -- The setSkinName() method needs to be called on the server -- Multiplayer considerations -- Player class considerations -- See also -- Building a custom material -- Getting ready -- How to do it... -- How it works... -- There's more... -- Using named render targets as sampler data sources -- Single pass only -- Passing defines to the shader compiler using ShaderData -- Working with a custom GFXStateBlockData class -- See also -- Building a custom material using advanced lighting -- Getting ready -- How to do it... -- How it works... -- There's more... -- See also -- Building a postFX -- Getting ready -- How to do it... -- How it works... -- There's more... -- Dynamically changing a postFX's texture -- Defining shader macros -- Chaining multiple postFX together -- See also -- 6. Make That Sound Happen -- Introduction.

Playing a quick 2D or 3D sound on all clients.
Abstract:
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. 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.
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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