Table of Contents

3d game programming all in one
3D Game Programming All in One
by Kenneth C. Finney  ISBN:159200136X
Course Technology © 2004 (812 pages)

From opportunities within the game industry and elements of a 3D game to programming concepts, modeling, textures, and music, this book is your one-stop guide to making a fully featured game.

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Table of Contents
3D Game Programming All in One
Chapter 1 - Introduction to 3D Game Development
Chapter 2 - Introduction to Programming
Chapter 3 - 3D Programming Concepts
Chapter 4 - Game Programming
Chapter 5 - Game Play
Chapter 6 - Network
Chapter 7 - Common Scripts
Chapter 8 - Introduction to Textures
Chapter 9 - Skins
Chapter 10 - Creating GUI Elements
Chapter 11 - Structural Material Textures
Chapter 12 - Terrains
Chapter 13 - Introduction to Modeling with MilkShape
Chapter 14 - Making a Character Model
Chapter 15 - Making a Vehicle Model
Chapter 16 - Making Weapons and Items
Chapter 17 - Making Structures
Chapter 18 - Making the Game World Environment
Chapter 19 - Creating and Programming Sound
Chapter 20 - Game Sound and Music
Chapter 21 - Creating the Game Mission
Chapter 22 - The Game Server
Chapter 23 - The Game Client
Chapter 24 - The End Game
Appendix A - The Torque Game Engine Reference
Appendix B - Game Development Resources on the Internet
Appendix C - Game Development Tool Reference
Appendix D - QuArK Reference
List of Figures
List of Tables
List of Sidebars
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Get ready for an amazing journey into the world of game development! 3D Game Programming All in One is your one-stop tour guide into this new world. If you believe that you can create games that are as cool as—or cooler than—the ones you’ve been playing, now’s your chance to prove it. This book will give you the training experience, and tools you need to turn your ideas into reality. Using a well-defined toolkit of programs, knowledge, skills, and ideas 3D Game Programming All in One covers each step required to make a fully featured game. You’ll cover everything from opportunities within the game industry and elements of a 3D game to programming concepts, modeling, textures, and music. All you need to begin your journey is a creative idea and then enthusiasm to bring that idea to life.

Are you ready to:

  • Introduce textures into your games?
  • Create GUI elements?
  • Cover modeling with Mil Shape?
  • Create player and vehicle models?
  • Develop a game world environment?
  • Create and program sound for your games?

About the Author

Kenneth C. Finney is the Principal Software Engineer at Wilkes Associates, Inc. in the Greater Toronto Area. He began programming in 1974 and was a recipient of the prestigious Conference Board of Canada ITX (Innovation in Technology Excellence) Award in 1997 for his work on InScan—a high-speed document scanning system. He was a consultant to the Department of National Defense in Canada in Armoured Fighting Vehicle systems design, and is an orange-qualified Nuclear Engineer designing NDE systems and techniques for Candu reactor stations. He is an associate professor at Seneca College at York University in Toronto, helping technical writers learn how to survive in a software development environment. Ken is the creator of the popular Tubettiland ‘Online Campaign’ Mod and the ‘QuicknDirty’ game management tools for Novalogic's Delta Force 2 game series. He is currently working on the new and unique Tubettiworld action/adventure game using the Torque Game Engine.