3D Game Programming All in One. için kapak resmi
3D Game Programming All in One.
Başlık:
3D Game Programming All in One.
Yazar:
Finney, Kenneth C.
ISBN:
9781435457454
Yazar Ek Girişi:
Basım Bilgisi:
3rd ed.
Fiziksel Tanımlama:
1 online resource (1153 pages)
İçerik:
Cover -- 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 -- Torque 3D -- Descriptions -- Using Torque 3D in This Book -- Installing Torque 3D -- Moving Right Along -- Chapter 2 Introduction to Programming -- Torsion -- Program Setup and Configuration -- Setting Up Projects and Files -- Bookmarks -- Code Folding -- Torsion 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 -- TorqueScript -- Strings -- Objects -- Datablocks -- Game Structure -- Server Versus Client Design Issues -- Core 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-Server Initialize Module -- Testing EMAGA6 -- Testing Direct Messaging -- Moving Right Along -- Chapter 7 The Core Folder -- Game Initialization -- Selected Core Server Modules -- The Server Module -- The Message Module -- The MissionLoad Module -- The MissionDownload Module -- The ClientConnection Module -- The Game Module -- Selected Core Code Client Modules -- The Canvas Module -- The Mission Module -- The MissionDownload Module -- The Message Module -- A Final Word -- Moving Right Along -- Chapter 8 Introduction to Textures -- Using Textures -- Gimp 2 -- Installing Gimp 2 -- Getting Started -- Working with Files -- Gimp Feature Highlights -- Layers -- The Toolbox -- Tool Options -- Fill Tools -- Other Tools -- Moving Right Along -- Chapter 9 Skins -- UV Unwrapping -- The Skin Creation Process -- Making a Soup Can Skin -- The Soup Can Skinning Procedure -- Adding Text -- Testing the Soup Can Skin -- Making a Vehicle Skin -- The Dune Buggy Diversion -- The Runabout Skinning Procedure -- 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 GUI Editor -- Creating an Interface -- 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 Surface -- Tiling -- Creating Terrains -- The Height Map Method -- "Painting" Terrains -- 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 Keyframer -- The Preferences Dialog Box -- Other Features -- 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 -- Box Method -- Incremental Polygon Construction -- Axial Extrusion -- Arbitrary Extrusion -- Topographical Shape Mapping -- Hybrids -- Modeling for Torque 3D -- 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 -- Testing the Tool Chain -- The Hero Skin -- Character Animation -- Animating Characters in Torque 3D -- Building the Skeleton -- Rigging: Attaching the Skeleton -- Embedded Animations -- Testing the Model -- Animation Sequence Files -- MilkShape 3D's DTS Exporters.

The Standard Torque 3D Game Engine (DTS) Exporter -- The Enhanced Torque 3D DTSPlus Exporter -- Colada -- 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 Items, Scenery, and Weapons -- The Health Kit -- The Model -- Testing the Health Kit -- A Rock -- Testing the Rock -- Trees -- The Solid Tree -- Testing the Solid Tree -- Scenery Spreading -- The Forest Editor -- Material-Specific Scenery -- The Ground Cover Object -- 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 -- CSG Modeling -- Torque Constructor -- Installing Constructor -- The Cook's Tour -- Quick Start -- Building Bridges -- Building a House -- Moving Right Along -- Chapter 18 Making the Game World Environment -- Sky -- Skyboxes -- The Sun Mission Object -- The LevelInfo Object -- Clouds -- The BasicCloud Object -- Water -- Storms -- Water -- Terraforming -- Moving Right Along -- Chapter 19 Creating and Programming Sound -- Audacity -- Installing Audacity -- Using Audacity -- Audacity Reference -- OpenAL -- Audio Profiles and Datablocks -- Audio Descriptions -- Trying It Out -- Moving Right Along -- Chapter 20 Game Sound and Music -- Koob -- Player Sounds -- Rustlers -- Footsteps -- Utterances -- Weapon Sounds -- Crossbow Sounds -- Tommy Gun Preparation -- Vehicle Sounds -- Environmental Sounds -- Music -- Moving Right Along -- Chapter 21 Creating the Game Mission -- Game Design -- Requirements -- Constraints -- Koob -- Prepping Koob -- Torque World Editor -- File Menu -- Edit Menu -- Object Menu -- Camera Menu -- Other Menus -- Object Editor -- Terrain Editor -- Terrain Painter -- Other Editors -- 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 -- Oh Yeah, the Model -- Datablock -- Making the Car Go -- Triggering Events -- Creating Triggers -- Scoring -- Moving Right Along -- Chapter 23 The Game Client -- Client Interfaces -- MenuScreen Interface -- SoloScreen Interface -- Host Interface -- FindServer Interface -- ChatBox Interface -- MessageBox Interface -- Client Code -- MenuScreen Interface Code -- SoloScreen Interface Code -- Host Interface Code -- FindServer Interface Code -- ChatBox Interface Code -- MessageBox Interface Code -- Game Cycling -- Game Over -- 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: Torque 3D Reference -- Torque Reference Tables -- Appendix B: Additional Resources -- Game Development Resources on the Internet -- Torque-Related Websites -- Game Development Websites -- Appendix C: Game Development Tool Reference -- Shareware and Freeware Tools -- Modeling -- Image Editing -- Programming Editing -- Audio Editing -- UV Mapping -- Retail Tools -- Appendix D: GNU General Public License -- Preamble -- Terms and Conditions -- 0. Definitions -- 1. Source Code. -- 2. Basic Permissions. -- 3. Protecting Users' Legal Rights From Anti-Circumvention Law. -- 4. Conveying Verbatim Copies. -- 5. Conveying Modified Source Versions. -- 6. Conveying Non-Source Forms. -- 7. Additional Terms. -- 8. Termination. -- 9. Acceptance Not Required for Having Copies. -- 10. Automatic Licensing of Downstream Recipients. -- 11. Patents. -- 12. No Surrender of Others' Freedom.

13. Use with the GNU Affero General Public License.
Notlar:
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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