Game Development Community

Torque books

by Eric South · in Torque 3D Professional · 12/27/2011 (10:24 am) · 7 replies

I've stumbled across some books on Torque 3D on places like Amazon that look to contain a lot of valuable tutorials and examples that would help me in learning T3D, but I've also noticed that most of these are out-dated(some date back to 2006). I feel those older ones probably won't be much help.

Are there any books out there that are updated for 1.2 or that anyone would recommend that are still relevant?

#1
12/27/2011 (12:08 pm)
most of the books are still relevant, scripting wise, the source code stuff would be outdated, but not all of it.
if you can get these books at a good price, grab them, just for the scripting stuff.
#2
12/27/2011 (3:07 pm)
I have found the GPGT book to be very valuable. Yes, parts are outdated, but a lot of it is not. The main concepts still stand. There are no T3D books out that I know of. I am not sure one would be needed with all the existing scripting resources. I don't know of any books that cover source code. I am not sure you could even publish one.
#3
12/28/2011 (8:05 am)
Torque script is Torque script. Filepaths changed, and some function renaming may have happened, but any script from TGE will still work today in Torque 3D with minor tweaking involved. The book(s) section that deal with the Editors will be the only seemingly irrelevant areas - although you can still infer some usage examples. For the sections that deal with game/level "design", well that's applicable to any engine.

You didn't mention which books, and there is only one that I know of, "Multiplayer Gaming and Engine Coding for the Torque Game Engine", that delves into the workings of the engine, which is still functionally similar. I don't know what source code examples that it utilizes but it's still probably usable as a reference.
#4
12/28/2011 (10:09 am)
I stand next to:
"The Game Programmer's Guide to Torque"
and
"3D Game Programming All in One"

Both of these books have ideas and concepts that can be built upon. The first book is my top choice as they have great usage of the torque functions like adding vectors, token arrays, adding matrices, etc.
#5
12/28/2011 (10:10 am)
Also if you are making an RPG you can look at:

Programming Role Playing Games with DirectX

There are some good algorithms to build from in there as well.

#6
12/28/2011 (10:17 am)
Thanks for the input, everyone. I did manage to get a hold of a pre-owned GPGTT to use for reference for scripting. I may also see if I can get a hold of the two books mentioned by Kevin and Michael as well.

I find the documentation pretty easy to use, but the books will definitely help for practical application. Most (nearly all) of my prior programming knowledge is with PHP, so some of the finer points with the classes and objects are taking a bit of effort to sink in. I think the books will help quite a bit in my understanding of those.
#7
12/28/2011 (1:48 pm)
@Michael,
Thanks for the reference for the book that contains engine details. I did not know that one existed. I may have to pick that one up. It could help my understanding of the engine.