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The Game Programmer's Guide To Torque:
Under The Hood Of The Torque Game Engine
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Torque Veteran Looking For Better Documentation? Here it is!
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The Game Programmer’s Guide to Torque was written to provide long term value as a source of learning and as a reference. The next nine chapters cover the primary game classes and game elements provided by the Torque Game Engine. These chapters provide enough examples and discussions to be valuable for learning and enough details to provide a good reference source.
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5. TORQUE CORE CLASSES – Examine the core TGE classes, and learn their importance in the hierarchy of game classes.
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Shape Rendering
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6. BASIC GAME CLASSES – See how the primary shape, image, and interior classes work.
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7. GAMEPLAY CLASSES – Learn how cameras, players, vehicles, and inventories are used to implement gameplay.
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Players
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Vehicles
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Inventories
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Physical Zone?
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8. MISSION OBJECTS – Dissect the sixteen standard mission objects: Terrains, Water Blocks, Sky, Sun, Precipitation, Lightning, Audio Emitters, Particle Emitters, fxShapReplicators, fxFoliageReplicators, fxSunlight, Physical Zones, fxLights, Paths, Markers, and Triggers.
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9. GAME SETUP SCRIPTING – Take a look at some critical scripting classes and features that are associated with setting up and maintaining a game.
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Torque I/O
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10. GAMEPLAY SCRIPTING – Review a final set of scripting functions and concepts learning how they relate to gameplay.
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Torque Is Cool!
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11. SPECIAL EFFECTS – Capture the essence of the remaining classes that are used to create special effects.
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12. STANDARD TGE GUI CONTROLS – Step away from the 3D world and examine how the top thirty-two most used 2D classes work.
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Buy These Games
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13. GAME INTERFACES – Learn to combine individual 2D classes and scripts to create all the interfaces required for a standard game and further extend your skill set by creating some classic HUDs.
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Copyright 2003-2006 Hall Of Worlds, LLC. |
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