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Torque 3D game development cookbook : over 80 practical recipes and hidden gems for getting the most out of the Torque D game engine /

Cookbook; packed with recipes to help you create amazing 3D games with Torque. The recipes provide clear step-by-step instruction and practical examples to advance your understanding of Torque 3D and all of its subsystems. The book is written for professional and indie game developers that have basi...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Wyand, David
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Birmingham : Packt Pub., 2013.
Temas:
Acceso en línea:Texto completo

MARC

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245 1 0 |a Torque 3D game development cookbook :  |b over 80 practical recipes and hidden gems for getting the most out of the Torque D game engine /  |c David Wyand. 
260 |a Birmingham :  |b Packt Pub.,  |c 2013. 
300 |a 1 online resource (908 pages) 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
347 |a text file  |2 rda 
505 0 |a Table of Contents; Torque 3D Game Development Cookbook; Torque 3D Game Development Cookbook; Credits; About the Author; About the Reviewers; www.PacktPub.com; Support files, eBooks, discount offers and more; Why Subscribe?; Free Access for Packt account holders; Preface; What this book covers; What you need for this book; Who this book is for; Conventions; Reader feedback; Customer support; Downloading the color images of this book; Downloading the example code; Errata; Piracy; Questions; 1. TorqueScript: The Only Script You Need to Know; Introduction. 
505 8 |a Accessing delimited fields within a stringGetting ready; How to do it ... ; How it works ... ; There's more ... ; Skipping spaces (only tab and new line delimiters); Skipping spaces and tabs (only new line delimiters); See also; Iterating on words in a string list; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Retrieving components of a variable using accessors; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Iterating on objects in a SimSet or SimGroup collection; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also. 
505 8 |a Getting a random object from a SimSet or SimGroup collectionGetting ready; How to do it ... ; How it works ... ; See also; Finding an object in a SimSet or SimGroup collection using its internal name; Getting ready; How to do it ... ; How it works ... ; There's more ... ; Including children SimSet and SimGroup collections in the search; Using the special -> operator; Using the special --> operator; See also; Executing a method on a SimSet or SimGroup collection; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Creating a new SimObject instance; How to do it ... 
505 8 |a How it works ... There's more ... ; Creating a new SimObject instance with a globally unique name; Creating a new SimObject instance with defined properties; Creating a new SimObject instance based on another SimObject instance; See also; Creating a new internal name only SimObject instance; How to do it ... ; How it works ... ; There's more ... ; See also; Creating a new Datablock object; How to do it ... ; How it works ... ; There's more ... ; Creating a new Datablock object based on another Datablock object; Limited total number of Datablocks; The datablock keyword should only be used on the server. 
505 8 |a Datablock properties should be considered staticSee also; Creating a new singleton; How to do it ... ; How it works ... ; See also; Extending a SimObject instance using the class property; Getting ready; How to do it ... ; How it works ... ; There's more ... ; Working with a class namespace after object creation; Extending even further with the superClass property; Understanding the namespace hierarchy; Limitations of the class property; See also; Using a variable to access methods or properties of a SimObject instance; Getting ready; How to do it ... ; How it works ... ; See also. 
520 |a Cookbook; packed with recipes to help you create amazing 3D games with Torque. The recipes provide clear step-by-step instruction and practical examples to advance your understanding of Torque 3D and all of its subsystems. The book is written for professional and indie game developers that have basic knowledge of TorqueScript, are acquainted with Torque 3D's built-in tools, and wish to take their skills to the next level. Having gone through the comprehensive Torque 3D 1.2 FPS game tutorial on the GarageGames website (or its equivalent) is assumed. 
588 0 |a Print version record. 
590 |a eBooks on EBSCOhost  |b EBSCO eBook Subscription Academic Collection - Worldwide 
650 0 |a Computer games  |x Programming. 
650 0 |a Three-dimensional display systems. 
650 6 |a Jeux d'ordinateur  |x Programmation. 
650 6 |a Affichage tridimensionnel. 
650 7 |a three-dimensional.  |2 aat 
650 7 |a GAMES & ACTIVITIES  |x Video & Electronic.  |2 bisacsh 
650 7 |a Video games  |x Programming.  |2 fast  |0 (OCoLC)fst00872114 
650 7 |a Three-dimensional display systems.  |2 fast  |0 (OCoLC)fst01150324 
776 0 8 |i Print version:  |a Wyand, David.  |t Torque 3D Game Development Cookbook.  |d Birmingham : Packt Publishing, ©2013  |z 9781849693547 
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