"3d game programming all in one" - worth buying ?
by Emilian Szyburski · in Torque Game Engine · 05/29/2004 (11:11 am) · 10 replies
To whose who already own a copy of "3d game programming all in one" - is it really worth buying ? the description of the book says that it covers all aspects of making a game in Torque, but actually you can learn this reading documentation and tutorials from this site. So, my point is, after reading the tutorials will I learn something new from this book ? I'm really tired of lame "all in one" game programming books that start with introduction to C++ and Direct X (if you want to make game you should already know this stuff) and really would like to read something valuable (like "Game programming gems" series).
About the author
#2
"It depends", tilting to a definite yes
I'm half way through, consider myself intermediate with Torque (engine and script) and have owned a Torque license for 1˝ years or so.
Had I had this book from the start, I would have gotten to the intermediate level MUCH faster. So for anyone new to Torque, this is a definite must have book. It will shave 3-4 month off your learning curve.
For a hardcore Torque freak who knows everything and writes a game in 24 hours, this is not the right book - no book would be.
For me I think its worth it. All knowledge ever posted in the forums or docs is somehow covered into one nice book. Read it from page 1 to 800+ and you know everything you need to know on how to make a game. From sound, script over modelling, rain and lightning etc. It will bring you up to date as a complete reference as well as a howto on most aspects on Torque games - except hacking the engine itself.
But the main reason for buying - you support Ken and the indie community. If that is not a worthy cause in itself you should be ashamed ;-) ;-)
He has done an extremely large job on this, and all newbie Torque developers should praise his name 3 times before going to bed for saving them all the trouble of learning the initial things.
05/29/2004 (1:00 pm)
Very good question - very hard to answer"It depends", tilting to a definite yes
I'm half way through, consider myself intermediate with Torque (engine and script) and have owned a Torque license for 1˝ years or so.
Had I had this book from the start, I would have gotten to the intermediate level MUCH faster. So for anyone new to Torque, this is a definite must have book. It will shave 3-4 month off your learning curve.
For a hardcore Torque freak who knows everything and writes a game in 24 hours, this is not the right book - no book would be.
For me I think its worth it. All knowledge ever posted in the forums or docs is somehow covered into one nice book. Read it from page 1 to 800+ and you know everything you need to know on how to make a game. From sound, script over modelling, rain and lightning etc. It will bring you up to date as a complete reference as well as a howto on most aspects on Torque games - except hacking the engine itself.
But the main reason for buying - you support Ken and the indie community. If that is not a worthy cause in itself you should be ashamed ;-) ;-)
He has done an extremely large job on this, and all newbie Torque developers should praise his name 3 times before going to bed for saving them all the trouble of learning the initial things.
#4
It takes alot of the info here in the resources and puts it all together for ya. You can't go wrong buying this book unless you know ALOT about the game creation process with torque.
Couple days ago I didn't know much about scripts. Today I am making changes to fps example scripts, and I have a better understanding of datablocks and how and why they are used. Thats just one chapter in the book.
For example I noticed in the latest head that the projectile was no longer affected by gravity. Now that I understand scripts abit better I went in and found the ballistic attribute set to false. I set it to true and wham, now the bolts drop with distance instead of flying forever.
Do yourself a favor and go get it now. :)
05/29/2004 (2:04 pm)
The book is godsend. Heck I have it open right now using it.It takes alot of the info here in the resources and puts it all together for ya. You can't go wrong buying this book unless you know ALOT about the game creation process with torque.
Couple days ago I didn't know much about scripts. Today I am making changes to fps example scripts, and I have a better understanding of datablocks and how and why they are used. Thats just one chapter in the book.
For example I noticed in the latest head that the projectile was no longer affected by gravity. Now that I understand scripts abit better I went in and found the ballistic attribute set to false. I set it to true and wham, now the bolts drop with distance instead of flying forever.
Do yourself a favor and go get it now. :)
#5
05/29/2004 (2:30 pm)
It is very useful. A few days ago I was working with particles - flip to page 600 and there is a great overview of the particle datablocks.
#6
05/31/2004 (12:51 am)
Definately.
#7
We have an offer to sell it ourselves via the publisher, but the margins are not as good as what Amazon is selling it for on their site. So, click on our Amazon link in the resource section if you want to buy it. That way, GG gets a little love for the purchase, and you still get the great Amazon prices.
Since I'm onot a programmer, I don't think I quite understood the magnitude of the Torque until I looked over Ken's book. Nearly 1,000 pages and this is pretty much the beginner's guide!
-Jeff Tunnell GG
05/31/2004 (9:05 am)
Ken's book is an awesome peice of work. If you notice, we posted a major link to it on our Make Game front page. We would like to see every TORQUE owner buy a copy. We have an offer to sell it ourselves via the publisher, but the margins are not as good as what Amazon is selling it for on their site. So, click on our Amazon link in the resource section if you want to buy it. That way, GG gets a little love for the purchase, and you still get the great Amazon prices.
Since I'm onot a programmer, I don't think I quite understood the magnitude of the Torque until I looked over Ken's book. Nearly 1,000 pages and this is pretty much the beginner's guide!
-Jeff Tunnell GG
#8
And consindering I collect books on game design almost as rabidly as I collect game engines and tools, that's saying something.
I've been dealing with Torque for a long time now, and I learned a great deal from it.
Now I want a sequel.
05/31/2004 (8:31 pm)
It's easily one of the best books on game programming that I've ever purchsed.And consindering I collect books on game design almost as rabidly as I collect game engines and tools, that's saying something.
I've been dealing with Torque for a long time now, and I learned a great deal from it.
Now I want a sequel.
#9
-s
06/01/2004 (1:19 pm)
Ken's book is basically the only thing that is equivilent to a Torque reference. Its not gonna teach you a ton on how to make a game if you've been through other books before, but what it does do is touch all the major areas of torque, provide a great reference, and shows you how to create models using milkshape. Buy it to support the indie gaming comunitty regardless!-s
#10
GG has kindly provided a dedicated forum for the book.
Please continue your discussion, reports, etc over
there. Thanks.
Click Here
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06/26/2004 (11:29 am)
*******************************************************************************************GG has kindly provided a dedicated forum for the book.
Please continue your discussion, reports, etc over
there. Thanks.
Click Here
*******************************************************************************************
Torque Owner Bruno Grieco
It's certainly worth it's cost but maybe you are more experienced and just don't need it.