Game Programmer's Guide to Torque

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A01=Edward F. Maurina
Actual Execution Time
advanced game engine architecture
Age Group_Uncategorized
Age Group_Uncategorized
Audio Descriptions
Author_Edward F. Maurina
automatic-update
Category1=Non-Fiction
Category=A
Category=UDX
Category=UGN
Category=UMK
Collision Mesh
COP=United States
Delivery_Pre-order
DIF
digital game prototyping
DTS.
Dynamic Fi Eld
Electronic Appendix
eq_art-fashion-photography
eq_bestseller
eq_computing
eq_isMigrated=2
eq_nobargain
eq_non-fiction
Execution Time
Fade Block
Fi Eld
Fi Le Named
Fi Reball
Fi Rst Responder
GUI Control
GUI Editor
GUI Element
IFL
interactive simulation programming
Language_English
Maze Runner
Menu Item Description
Numeric Id
object-oriented scripting
PA=Temporarily unavailable
Price_€50 to €100
PS=Active
real-time graphics rendering
Single Player Game
softlaunch
software architecture design
Teleport Station
Terrain Editor
user interface development
We
World Units

Product details

  • ISBN 9781568812847
  • Weight: 2820g
  • Dimensions: 191 x 235mm
  • Publication Date: 13 Jul 2021
  • Publisher: Taylor & Francis Inc
  • Publication City/Country: US
  • Product Form: Paperback
  • Language: English
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The author takes readers on an in-depth walkthrough of the Torque Game Engine---one of the most popular, powerful, and easy to use game engines available today. With clear explanations of how to use Torque to create your own games and detailed discussions of the engine's inner workings, this book is a must read for any programmer interested in making games for fun or profit. It offers step-by-step examples, detailed system descriptions, in-depth references, practical tips, tricks, and more that provide readers all they need to understand the Torque Game Engine. See the Support page on the author's website for a revision of Chapter 15 (Torque Lighting). Downloadable resources are included with the book.

Ed Maurina is a long-time Torque programmer and trainer. He currently works as a Senior Engineer for Intel and earned his B.S. in Computer Engineering from Oregon State University. He is a Co-founder of Hall of Worlds, an independent game studio and developer of educational tools for game engineers.

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