Torque specific books
by Mark Barner · 04/21/2006 (3:59 pm) · 8 comments
I have seen several request in the forums similar to this:
**Note: Some of these books use different versions of TGE. All Torque scripts can be used in the current version with little or no modifications.
Torque specific books...
- The first book I want to get started with is "The Game Programmer's Guide to Torque" by Edward F. Maurina III. This book is the latest to date and uses the current venison TGE 1.4. It's step by step examples demonstrate how to use the engine to it's fullest. In depth references of engine classes, subsystems, and script functions. A lesson kit included on the companion CD. The CD has over 500 additional pages of appendices. You also have an option to build a game while you are reading the book. If you are tight on money and can afford only one or two books, I would highly suggest buying this one first before the others.
- "3D Programming All In One" by Kenneth C. Finney, this book covers each step required to make a fully featured game with Torque. It covers general programming concepts, modeling, textures, and music. This book uses version TGE 1.2. * Note: the second edition is to be coming September 2006.
- K. Finney's second book "Advanced 3D Programming All In One" picks up where his first book left off. It takes it up a notch and learn how to spice your game up. Covers AI, player control, simulation techniques, and Torque script. This book uses version TGE 1.3.
- The above books are geared more to Torque script. Now "2D Artwork And 3D Modeling for Game Artists" byDavid Franson cover the artist side. This book shows you how to create models, arrange U-V's, generate textures, then finalize your models for use. This book comes with several demo, including 3ds Max, Photoshop, Truespace and several other programs. This book uses a demo version of Realm Wars. An older book but very informative.
- "The Dark Side Of Game Texturing" by David Franson is an in depth discussion of the texturing chapter from the previous book above. I actually consider this book part of the previous book from above. The companion CD comes with hundreds of royalty-free texture images.
- Now if your interested in doing some physics, check out "Physics Modeling For Game Programmers" by David Conger. This book covers mathematical tools for physics and 3D programming, 2D and 3D transformations and rendering, 3D objects, movement, and collisions. Gravity and projectiles, cars, hovercraft, ships, and boats. You learn how to make the elements in your game move in a realistic way. This book uses version TGE 1.3.
Non specific Torque books...
These books are good to read if you are a absolute beginner prior to reading the above books.
- "Beginning C++ Game Programming" By Michael Dawson. This book covers the fundamentals of C++. As you cover each programming concept, you'll create small games that demonstrate them. The companion CD comes with six additional bonus appendices and all the source code from the book.
- "Beginning Game Level Design" by John Feil and Marc Scattergood, covers the basics of building a strong level or mod for your games. Create and test new ideas and follow up with a strong design document. Build terrain, architecture, and spaces. Effectively use lighting, fog. particle effects, and ambient audio. Write a solid dialogue and story lines.
summary...
Most of these books are for beginners, but some make nice reference books for the more experienced Torque user. There are many more books out there that can help you make games. I just wanted to let people know of the Torque specific books and of a couple books that make nice companion to the those books. All of these books are packed solid with tons of information. All come with companion Cd's full of source code, demos, free software, examples and extra content not included in the books. I hope this information helps answer the forum questions about books on Torque.
And here is a peek at two more books for Torque users coming soon:
- "Maximum Torque:The Ultimate Guide to Game Scripting" by Kenneth C. Finney
- "Reinventing Games Indie Style" by Jeff Tunnell, Jay Moore, Brad Cook
Quote:Well here is a list of Torque specific books and a few others that help you make games with Torque. What I mean by "Torque specific books" is that a demo of Torque was included on a companion disk and was used in the examples. I also included a few other books that are not "Torque specific books" but will help a beginner creating games with Torque. And to help understand concepts not covered in the "Torque specific books".
I have purchased a license of Torque and completed the tutorial provided with the install. I was wondering what books there may be to learn more about Torque if any?
**Note: Some of these books use different versions of TGE. All Torque scripts can be used in the current version with little or no modifications.
Torque specific books...
- The first book I want to get started with is "The Game Programmer's Guide to Torque" by Edward F. Maurina III. This book is the latest to date and uses the current venison TGE 1.4. It's step by step examples demonstrate how to use the engine to it's fullest. In depth references of engine classes, subsystems, and script functions. A lesson kit included on the companion CD. The CD has over 500 additional pages of appendices. You also have an option to build a game while you are reading the book. If you are tight on money and can afford only one or two books, I would highly suggest buying this one first before the others.
- "3D Programming All In One" by Kenneth C. Finney, this book covers each step required to make a fully featured game with Torque. It covers general programming concepts, modeling, textures, and music. This book uses version TGE 1.2. * Note: the second edition is to be coming September 2006.
- K. Finney's second book "Advanced 3D Programming All In One" picks up where his first book left off. It takes it up a notch and learn how to spice your game up. Covers AI, player control, simulation techniques, and Torque script. This book uses version TGE 1.3.
- The above books are geared more to Torque script. Now "2D Artwork And 3D Modeling for Game Artists" byDavid Franson cover the artist side. This book shows you how to create models, arrange U-V's, generate textures, then finalize your models for use. This book comes with several demo, including 3ds Max, Photoshop, Truespace and several other programs. This book uses a demo version of Realm Wars. An older book but very informative.
- "The Dark Side Of Game Texturing" by David Franson is an in depth discussion of the texturing chapter from the previous book above. I actually consider this book part of the previous book from above. The companion CD comes with hundreds of royalty-free texture images.
- Now if your interested in doing some physics, check out "Physics Modeling For Game Programmers" by David Conger. This book covers mathematical tools for physics and 3D programming, 2D and 3D transformations and rendering, 3D objects, movement, and collisions. Gravity and projectiles, cars, hovercraft, ships, and boats. You learn how to make the elements in your game move in a realistic way. This book uses version TGE 1.3.
Non specific Torque books...
These books are good to read if you are a absolute beginner prior to reading the above books.
- "Beginning C++ Game Programming" By Michael Dawson. This book covers the fundamentals of C++. As you cover each programming concept, you'll create small games that demonstrate them. The companion CD comes with six additional bonus appendices and all the source code from the book.
- "Beginning Game Level Design" by John Feil and Marc Scattergood, covers the basics of building a strong level or mod for your games. Create and test new ideas and follow up with a strong design document. Build terrain, architecture, and spaces. Effectively use lighting, fog. particle effects, and ambient audio. Write a solid dialogue and story lines.
summary...
Most of these books are for beginners, but some make nice reference books for the more experienced Torque user. There are many more books out there that can help you make games. I just wanted to let people know of the Torque specific books and of a couple books that make nice companion to the those books. All of these books are packed solid with tons of information. All come with companion Cd's full of source code, demos, free software, examples and extra content not included in the books. I hope this information helps answer the forum questions about books on Torque.
And here is a peek at two more books for Torque users coming soon:
- "Maximum Torque:The Ultimate Guide to Game Scripting" by Kenneth C. Finney
- "Reinventing Games Indie Style" by Jeff Tunnell, Jay Moore, Brad Cook
About the author
Recent Blogs
• Barnsmorr Castle update.• A newbie
• GPGT book: Half way - review.
• A newbie
• Plan for Mark Barner
#2
Advanced 3D Game Programming is already out and it is written by Ken Finney. I think that you are confusing The Game Programmer's Guide to Torque Volume 2 written by Edward Maurina III with 3DGPAI1 by Ken. As far as I know GPGT Vol. 2 WILL be written by Ed"tastic" (Ed's new name for writing such a great book).
04/21/2006 (6:17 pm)
@Matt HAdvanced 3D Game Programming is already out and it is written by Ken Finney. I think that you are confusing The Game Programmer's Guide to Torque Volume 2 written by Edward Maurina III with 3DGPAI1 by Ken. As far as I know GPGT Vol. 2 WILL be written by Ed"tastic" (Ed's new name for writing such a great book).
#3
[edit I guess that would be : Maximum Extreme Hardcode 3D Programming, All in One]
(joking)
Thanks for the summary
04/22/2006 (1:57 am)
And Finney's 4th Torque book will be titled "Maximum Extreme Hardcode Torque- Secret Edition" [edit I guess that would be : Maximum Extreme Hardcode 3D Programming, All in One]
(joking)
Thanks for the summary
#4
Second Edition" by Tomas Akenine-M
04/22/2006 (4:20 am)
One more book I was going to list but I didn't think it was for a beginner was "Real-Time Rendering Second Edition" by Tomas Akenine-M
#5
The TOC does not list TGE, but talks about using DirectX. Does the game show any hands-on stuff with Torque?
-- Markus
04/23/2006 (9:40 am)
Mark, how deep is "Physics Modeling For Game Programmers" using TGE?The TOC does not list TGE, but talks about using DirectX. Does the game show any hands-on stuff with Torque?
-- Markus
#6
He recommends using TGE and if you can not afford that use Crystal Space, which he supplies on the CD. You need to know some C++ to use this book. If you are not comfortable with TGE source... I would wait buying this book.
04/23/2006 (5:00 pm)
@Markus: From "Physics Modeling For Game Programmers"Quote:
If you're a fan of OpenGL or some other graphics library, fear not. Although my programming examples use DirectX, the actual physics modeling is done in code that is portable to pretty much any graphics library. You should be able to use my code with OpenGL or anything else without too many changes.
He recommends using TGE and if you can not afford that use Crystal Space, which he supplies on the CD. You need to know some C++ to use this book. If you are not comfortable with TGE source... I would wait buying this book.
#7
04/23/2006 (10:44 pm)
Thanks, Mark.
#8
Tony
02/25/2007 (5:31 am)
I can't wait for Maximum Torque by Ken. I think it's due for release in June 2007. You can pre-order at Books-A-Million.Tony

Torque 3D Owner Matt Huston
Atomic Banzai Games