Book Image

Torque 3D Game Development Cookbook

By : DAVID WYAND
Book Image

Torque 3D Game Development Cookbook

By: DAVID WYAND

Overview of this book

Torque 3D is a popular game engine that supports you in every step along the way to making your game a reality. Even with all of the power and tools that Torque 3D provides, finishing a high quality 3D game requires time and knowledge."Torque 3D Game Development Cookbook" is a practical guide that takes you through each of the major steps on the journey to creating your game, while learning a few tricks along the way.The recipes in this book start off with learning some of the finer points about TorqueScript. The book then moves on to each of Torque 3D's subsystems and ends with a variety of game play recipes.The various topics covered include activating level-specific game code and scheduling game events, dragging and dropping items between windows to work with an in-game inventory system, and covering the seams between objects with well placed decals. Some of the advanced topics include writing custom shaders and postFX, using zones to improve rendering performance, and enhancing your game's ambience through sound.Once you are done with Torque 3D Game Development Cookbook you'll be on your way to creating amazing 3D games and gain expert knowledge of Torque 3D.
Table of Contents (17 chapters)
Torque 3D Game Development Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

Building a postFX


Torque 3D's postFX system allows us to create full screen shader effects using the PostEffect class. Examples of postFX included with Torque 3D are object glows, screen gamma correction, and camera depth of field effects. Building our own postFX is very similar to working with the CustomMaterial class, which also allows us to write custom shaders, but for 3D objects instead (please see the Building a custom material recipe).

While a discussion on writing HLSL code to produce shaders is beyond the scope of this book, this recipe demonstrates how to hook up custom vertex and pixel shaders into Torque 3D's postFX pipeline, and provides TorqueScript parameters to change the postFX rendering in real time.

Getting ready

We will be making TorqueScript changes in a project based on the Torque 3D Full template, and try them out using the Empty Terrain level. If you haven't already, use the Torque Project Manager (Project Manager.exe) to create a new project from the Full template....