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Torque X Book Completed

Torque X Book Completed
Name:John Kanalakis
Date Posted:May 04, 2008
Rating:5.0 out of 5
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It's finally finished. After several months of work, the The Complete Guide to Torque X is finally completed and on its way through the rest of the book publishing process. I'm not sure about the final page count (since it still needs to go through copy-editing and layout). But it should be really comprehensive. Here's a sneak preview of the topics covered in the book. (Not the final book cover)



Introduction to Torque X

The first chapter provides an introduction and overview of XNA and Torque X. It covers some of the history behind XNA and its roots in Managed Direct X. It goes on to explain the benefits Torque X adds on top of XNA to quickly prototype and create new games.

Part One: Torque X Game Design Tools

Chapter 2 dives right into game development by describing the Torque X Builder 2D game design tool. It starts by creating a new game project in XNA Game Studio and then use Torque X Builder 2D to pull game art assets together and organize them into game levels. The chapter ends by building a simple game using only the stock Torque X components applied to different scene objects.

Chapter 3 works with two more important Torque X Builder 2D editors, the Tilemap Editor and the Particle Editor. Both are important tools to understand when building games with Torque X.

Chapter 4 introduces the Torque X Builder 3D game design tool and shows how to create material definitions, position game objects within a scene, assign components, and then save the resulting 3D scenes.



Part Two: Programming with Torque X

Chapter 5 begins shifting game development work from the designer to code. This chapter presents an introductory overview to the C# programming language. In outlines the fundamental aspects of the C# language that will be used most throughout the remainder of the book. Concepts, such as classes, object, interfaces, and delegates will all be spelled out.

Chapter 6 introduces to the key classes that make up the powerful Torque X Framework. Understanding these classes will be key to successfully creating games. This is also where components will become familiar with examples of how to use them.

Part Three: 2D Game Programming

Chapter 7 begins working with the Torque X Framework code by manipulating tilemaps and uses them to build a completely Tilemap-based puzzle game.

Chapter 8 focuses on the 2D representation of a player and its related responsibilities, such as responding to player input positioning the player on screen, animating the character, and interacting with other game elements. This chapter presents the inner workings of components and best practices for creating them.

Chapter 9 adds more common 2D game functionality using components. In doing so, it uncovers more useful Torque X Framework classes and reveals best practices for designing and creating your own game components.



Chapter 10 continues to create additional components that enhance gameplay features. It creates three new components that implement some basic artificial intelligence for game enemies. In addition to adding some interesting game functionality, these components demonstrate some important lessons.

Part Four: 3D Game Programming

Chapter 11 exposes the fundamentals of 3D game programming. This chapter discusses the concepts of 3D coordinates, vectors, scene graphs, models, and animations.

Chapter 12 applies the new knowledge of the Torque X 3D Framework to create a series of player-centric objects. This chapter applies the same techniques of modular design to create re-usable game components that will move and animate a 3D player.



Chapter 13 shows how to create additional 3D game objects. These useful game objects will work together to help implement a basic first-person shooter game.

Chapter 14 revisits some of the AI concepts discussed earlier and translates them into 3D space. This chapter shows how AI components that were easy in 2D quickly get complicated when it applies to 3D space.

Part Five: Finishing the Game

Chapter 15 explores the audio tools available for creating sounds with XNA. Adding audio to a game using XNA is much more restrictive than for a PC game since the game must run within a managed code environment. There are restrictions on audio formats and compression that need to be met.

Chapter 16 explains the fundamentals of GUI building with Torque X and then applies those fundamentals to create some game setup screens and HUD controls.



Chapter 17 explains materials and shaders and how shaders effects can significantly enhance the visual appeal of a game by adding more to the screen rendering process. This chapter dives into the Framework code, tools, and effect files that put shaders to work.



Chapter 18 will focus on what's involved with moving a game over to the Xbox 360 game console. This starts with design considerations for games that target the console and television. Then, this chapter covers specific steps involved in moving a game onto the Xbox 360, using the project converter, XNA Game Studio, and a Creator's Club membership.

That's about it. It took about seven months to pull all of this together. The biggest challenge was probably trying work on the book in middle of some big changes to Torque X. I will also be managing a new website dedicated to the book, where I can post book updates, downloadable code, and a forum dedicated to answering questions about the book. The site is going to be located at: TorqueXBook.com and should be available in a few days. But now that the book is finally finished, I can get back into the Torque X forums more often ;)

John K.

Recent Blog Posts
List:05/04/08 - Torque X Book Completed
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04/07/08 - Development Journal for Torque X Builder 3D
03/31/08 - Torque X 2.0 Tutorials Updated
11/04/07 - A New Casual Game
10/26/07 - Torque X: Progress, Pics, and Free Code
12/25/06 - Rocket Commander XNA
07/06/06 - Solitaire Blaster Preview Images

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T Squared   (May 04, 2008 at 05:00 GMT)
Very nice. i think its time to make a Complete Guide to TGE 1.7 with torsion and constructor guides too.

Andy Rollins   (May 04, 2008 at 05:25 GMT)
Well done on completing the book, I shall sure be looking for it's arrival on the bookshelves.

Deborah Marshall   (May 04, 2008 at 06:07 GMT)   Resource Rating: 5
John, that is made of awesome. This is going to be a great resource for Torque X.

Daz   (May 04, 2008 at 07:27 GMT)
I will be picking up a copy for sure!

Eric Forhan   (May 04, 2008 at 10:30 GMT)
Congratulations and good luck, John!

James H.   (May 04, 2008 at 11:08 GMT)
I'm looking forward to it, especially chapter 18. What's this book going to run me, John? You know, you've really got me over a barrel on this...so please, under a million gazillion dollars would be appreciated.

Mike Rowley   (May 04, 2008 at 13:46 GMT)
This sounds awesome. I'm going to have to add it to my wish list. I don't use Tx, but the lessons you have outlined look like they would help any beginning coder. :)
Great job there.

Doug Reichard   (May 04, 2008 at 15:16 GMT)
John,

I know that this represents a lot of work by you - both writing a book and the 3D builder. I plan on using this book in my classes and really appreciate your hard work.

John Kanalakis   (May 04, 2008 at 16:47 GMT)
Wow, thank you for all the nice words. The only answer I don't have is on pricing, since that is set by the publisher. I am hoping and begging to keep this as low as possible. My goal in writting this book was not to make a huge profit, but rather to get the information out there. I felt that the book form was a great way to keep related information about Torque X together, especially in the Academic circle where XNA and Torque X is gaining momentum. But, now that the book is done, I can spend more time looking into specific questions on the forums.

John K.

David Blake   (May 04, 2008 at 17:39 GMT)
John Kanalakis. Bringing the awesome since FOREVER!

How very, very cool!

Will O*Reagan   (May 04, 2008 at 18:27 GMT)
This book looks great!!

Henry Garle   (May 04, 2008 at 18:56 GMT)
Looks great John, might finally get more of us working on TX now.

Novack   (May 04, 2008 at 21:29 GMT)
Congrats John!

Martin Schultz   (May 05, 2008 at 11:19 GMT)
Great job, buddy! :-)

JTripodo   (May 05, 2008 at 12:42 GMT)
Outstanding!
What publisher is this with; I would like to pre-order it if possible.

Jonathon Stevens   (May 05, 2008 at 14:17 GMT)
@John - congrats on finishing! don't be too modest with what you make from this. Reference books like this one generally don't make a ton of money/book for the author, so take what you can! It's worth whatever tag they throw on it!

Mario Roberti   (May 05, 2008 at 20:55 GMT)
w00t. W00T! Can't wait to get it. Very, VERY cool!! Appreciate your effort!

John Kanalakis   (May 06, 2008 at 03:47 GMT)
Hi David, Will, Henry, Novack, Martin, JT, Jonathon, and Mario. (and also T, Andy, Deborah, Daz, Eric, James, Mike, and Doung) - Thank you for the kind comments. You guys are awesome! Getting the book done was a challenge, especially with some of those little engine changes that were made along the way (cough - scene graphs and UI). But now it's done, and am back in the forums. I'm also planning to start adding to the wiki's after the 3D Builder is finished and the Platformer Kit is properly updated.

Please stay tuned for another blog coming out in a couple days, I am going to do a pretty detailed write up about the 3D Builder and its features. I'm hoping all of you can contribute your feature "wishlist" - not necessarily for version 1, but so that nothing is blocking it from being added to version 2. That will probably be coming at the end of the week.

John K.

Jacob Poulette   (May 06, 2008 at 07:16 GMT)   Resource Rating: 5
Congrats John, glad to see after all your hard work that you got the book done. (Don't be afraid to take a weekend off and relax now ;-) )

Ed Averill   (May 06, 2008 at 15:48 GMT)
Definitely going to snarf this up the moment it arrives on the shelves! W00t!

Putt Sakdhnagool   (May 12, 2008 at 06:33 GMT)
Congratulation!! I'll buy it for sure.
Will this book be available in eBook format? For now, My team is working on a 3D game project and using TorqueX as our primary tool. We need a book as soon as possible, so we are looking for eBook format which is no need to wait for shipping. (Our team is working in Thailand.)

I am looking forward to it.
Congrats you again John.

Putt

John Kanalakis   (May 12, 2008 at 16:08 GMT)
Hi Putt, I'm not sure if the publisher is also releasing in eBook format. But the good news is that the 3D Builder should be ready long before the book hits the shelves. If you're working on a 3D game, the 3D builder should really help a lot.

John K.

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