Download 3D Game Programming All in One (Course Technology PTR Game by Kenneth C. Finney PDF

By Kenneth C. Finney

Take the plunge from only taking part in video games to truly growing your personal video games. 3D video game Programming multi functional takes you thru the method step by step. It offers the guide, examples, improvement ideas, and, probably most significantly, the particular instruments had to create your personal 3D online game. it's the simply booklet that covers every one element of constructing a 3D video game in a hands-on educational variety. It serves as a logical moment step after the second video game construction concepts lined in video game Programming multi functional (159200136X).

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Extra resources for 3D Game Programming All in One (Course Technology PTR Game Development Series)

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The networking design of Torque was driven by the need for superior network performance over the Internet. Torque addresses three fundamental problems of real-time network programming: limited bandwidth, packet loss, and latency. com). An instance of a Torque game can be set up as a dedicated server, a client, or both client and server. If the game is both client Team LRN 27 28 Chapter 1 ■ Introduction to 3D Game Development and server, it still behaves as a client connected to a server, but the netcode has a short-circuit link to other netcode in the same game instance, and no data goes out to the network.

The game play is executed through the eyes of your character. These sorts of games are usually called First-Person Shooter (FPS) games. Game play variations include Death Match, Capture the Flag, Attack & Defend, and King-of-the-Hill. Action games often have multiplayer online play, where your opponents are enemies controlled by real people instead of by a computer. Success in FPS games requires quick reflexes, good eye-hand coordination, and an intimate knowledge of the capabilities of your in-game weapons.

These are indeed important, but because of the closed nature of the development tools and the expensive licenses required to create games for them, they are beyond the scope of this book. Other game platforms include Personal Digital Assistants (PDAs), such as palm-based computers, and cell phones that support protocols that permit games to be played on them. Again, these platforms are also beyond the scope of this book. Now that those little disclaimers are out of the way, let's take a closer look at the three game platforms of interest.

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