Torque 3D game development cookbook [[electronic resource] ] : over 80 practical recipes and hidden gems for getting the most out of the Torque 3D game engine / / David Wyand |
Autore | Wyand David |
Pubbl/distr/stampa | Birmingham, : Packt Pub., 2013 |
Descrizione fisica | 1 online resource (381 p.) |
Disciplina | 005.26 |
Soggetto topico | Computer games - Programming |
Soggetto genere / forma | Electronic books. |
ISBN |
1-84969-355-2
1-299-19827-9 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: TorqueScript: The Only Script You Need to Know; Introduction; Accessing delimited fields within a string; Iterating on words in a string list; Retrieving components of a variable using accessors; Iterating on objects in a SimSet or SimGroup collection; Getting a random object from a SimSet or SimGroup collection; Finding an object in a SimSet or SimGroup collection using its internal name; Executing a method on a SimSet or SimGroup collection
Creating a new SimObject instanceCreating a new internal name only SimObject instance; Creating a new Datablock object; Creating a new singleton; Extending a SimObject instance using the class property; Using a variable to access methods or properties of a SimObject instance; Using call() to call a variable method on a SimObject instance with arguments; Using call() to call a variable function with arguments; Using script arrays as dictionaries; Using ArrayObject and custom script sorting callbacks; Scheduling SimObject methods; Scheduling functions; Activating and deactivating a package Chapter 2: Working with Your EditorsIntroduction; Setting up fogging of the level; How to cover seams and texture changes using decals placed in the World Editor; Copying the transform of an object to another in the World Editor window; How to change the material of an object in the World Editor; Setting up a glow mask using the Material Editor window; Using a convex shape as a zone; Setting zone-specific ambient lighting; Grouping adjacent zones together; Chapter 3: Graphical User Interface; Introduction; Creating a password text edit box Using pushDialog() and popDialog() and setting up the UI file to work with themDisplaying metrics (such as FPS) from the console; Displaying a list of all game objects; Displaying a level at the main menu; Dragging and dropping between two windows; Chapter 4: Camera and Mouse Controls; Introduction; Locking and hiding the mouse while the right mouse button is down; Clicking on an object in the scene (client-side); Clicking on an object in the scene (server-side); Picking up an item in the scene while the mouse is locked and hidden; Changing the camera's view and control mode Giving the camera smooth movementHaving the camera follow a path; Chapter 5: Your Graphics Evolved; Introduction; Using the built-in video recording; Changing the material of a ShapeBase object using script; Building a custom material; Building a custom material using advanced lighting; Building a postFX; Chapter 6: Make That Sound Happen; Introduction; Playing a quick 2D or 3D sound on all clients; Using SFXEmitter to create networked sound effects; Playing a sound on a ShapeBase object; Playing music while a level is loading; How to have a background sound for a level How to have music change according to the mood |
Record Nr. | UNINA-9910452477603321 |
Wyand David | ||
Birmingham, : Packt Pub., 2013 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Torque 3D game development cookbook [[electronic resource] ] : over 80 practical recipes and hidden gems for getting the most out of the Torque 3D game engine / / David Wyand |
Autore | Wyand David |
Pubbl/distr/stampa | Birmingham, : Packt Pub., 2013 |
Descrizione fisica | 1 online resource (381 p.) |
Disciplina | 005.26 |
Soggetto topico | Video games - Programming |
ISBN |
1-84969-355-2
1-299-19827-9 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: TorqueScript: The Only Script You Need to Know; Introduction; Accessing delimited fields within a string; Iterating on words in a string list; Retrieving components of a variable using accessors; Iterating on objects in a SimSet or SimGroup collection; Getting a random object from a SimSet or SimGroup collection; Finding an object in a SimSet or SimGroup collection using its internal name; Executing a method on a SimSet or SimGroup collection
Creating a new SimObject instanceCreating a new internal name only SimObject instance; Creating a new Datablock object; Creating a new singleton; Extending a SimObject instance using the class property; Using a variable to access methods or properties of a SimObject instance; Using call() to call a variable method on a SimObject instance with arguments; Using call() to call a variable function with arguments; Using script arrays as dictionaries; Using ArrayObject and custom script sorting callbacks; Scheduling SimObject methods; Scheduling functions; Activating and deactivating a package Chapter 2: Working with Your EditorsIntroduction; Setting up fogging of the level; How to cover seams and texture changes using decals placed in the World Editor; Copying the transform of an object to another in the World Editor window; How to change the material of an object in the World Editor; Setting up a glow mask using the Material Editor window; Using a convex shape as a zone; Setting zone-specific ambient lighting; Grouping adjacent zones together; Chapter 3: Graphical User Interface; Introduction; Creating a password text edit box Using pushDialog() and popDialog() and setting up the UI file to work with themDisplaying metrics (such as FPS) from the console; Displaying a list of all game objects; Displaying a level at the main menu; Dragging and dropping between two windows; Chapter 4: Camera and Mouse Controls; Introduction; Locking and hiding the mouse while the right mouse button is down; Clicking on an object in the scene (client-side); Clicking on an object in the scene (server-side); Picking up an item in the scene while the mouse is locked and hidden; Changing the camera's view and control mode Giving the camera smooth movementHaving the camera follow a path; Chapter 5: Your Graphics Evolved; Introduction; Using the built-in video recording; Changing the material of a ShapeBase object using script; Building a custom material; Building a custom material using advanced lighting; Building a postFX; Chapter 6: Make That Sound Happen; Introduction; Playing a quick 2D or 3D sound on all clients; Using SFXEmitter to create networked sound effects; Playing a sound on a ShapeBase object; Playing music while a level is loading; How to have a background sound for a level How to have music change according to the mood |
Record Nr. | UNINA-9910779584503321 |
Wyand David | ||
Birmingham, : Packt Pub., 2013 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Torque 3D game development cookbook : over 80 practical recipes and hidden gems for getting the most out of the Torque 3D game engine / / David Wyand |
Autore | Wyand David |
Edizione | [1st ed.] |
Pubbl/distr/stampa | Birmingham, : Packt Pub., 2013 |
Descrizione fisica | 1 online resource (381 p.) |
Disciplina | 005.26 |
Soggetto topico | Video games - Programming |
ISBN |
1-84969-355-2
1-299-19827-9 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: TorqueScript: The Only Script You Need to Know; Introduction; Accessing delimited fields within a string; Iterating on words in a string list; Retrieving components of a variable using accessors; Iterating on objects in a SimSet or SimGroup collection; Getting a random object from a SimSet or SimGroup collection; Finding an object in a SimSet or SimGroup collection using its internal name; Executing a method on a SimSet or SimGroup collection
Creating a new SimObject instanceCreating a new internal name only SimObject instance; Creating a new Datablock object; Creating a new singleton; Extending a SimObject instance using the class property; Using a variable to access methods or properties of a SimObject instance; Using call() to call a variable method on a SimObject instance with arguments; Using call() to call a variable function with arguments; Using script arrays as dictionaries; Using ArrayObject and custom script sorting callbacks; Scheduling SimObject methods; Scheduling functions; Activating and deactivating a package Chapter 2: Working with Your EditorsIntroduction; Setting up fogging of the level; How to cover seams and texture changes using decals placed in the World Editor; Copying the transform of an object to another in the World Editor window; How to change the material of an object in the World Editor; Setting up a glow mask using the Material Editor window; Using a convex shape as a zone; Setting zone-specific ambient lighting; Grouping adjacent zones together; Chapter 3: Graphical User Interface; Introduction; Creating a password text edit box Using pushDialog() and popDialog() and setting up the UI file to work with themDisplaying metrics (such as FPS) from the console; Displaying a list of all game objects; Displaying a level at the main menu; Dragging and dropping between two windows; Chapter 4: Camera and Mouse Controls; Introduction; Locking and hiding the mouse while the right mouse button is down; Clicking on an object in the scene (client-side); Clicking on an object in the scene (server-side); Picking up an item in the scene while the mouse is locked and hidden; Changing the camera's view and control mode Giving the camera smooth movementHaving the camera follow a path; Chapter 5: Your Graphics Evolved; Introduction; Using the built-in video recording; Changing the material of a ShapeBase object using script; Building a custom material; Building a custom material using advanced lighting; Building a postFX; Chapter 6: Make That Sound Happen; Introduction; Playing a quick 2D or 3D sound on all clients; Using SFXEmitter to create networked sound effects; Playing a sound on a ShapeBase object; Playing music while a level is loading; How to have a background sound for a level How to have music change according to the mood |
Record Nr. | UNINA-9910822363103321 |
Wyand David | ||
Birmingham, : Packt Pub., 2013 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|