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

Introduction


Torque 3D provides complete access to how the mouse functions—from the standard input that any application provides, to tracking relative movements while the mouse pointer is hidden. This allows for its use in a variety of games, from a first-person shooter to a role-playing game. In this chapter, we discuss setting up the mouse beyond the default first-person shooter control scheme that Torque 3D ships with, as well as how to use the mouse to interact with the 3D environment.

Torque 3D also provides a variety of options when it comes to manipulating the virtual camera used to render its 3D environment. In this chapter, we will discuss the various camera types and their control by both the user, and automatically by the game.