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9781592009008

3d Game Programming for Teens

by
  • ISBN13:

    9781592009008

  • ISBN10:

    159200900X

  • Edition: 1st
  • Format: Paperback
  • Copyright: 2006-05-18
  • Publisher: Cengage Learning PTR
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Supplemental Materials

What is included with this book?

Summary

"3D Game Programming for Teens" is a comprehensive, step-by-step introduction to 3D game programming for both teenagers and non-programmers. Organized into three parts, the book begins with an introduction to the game development industry, the game development process, and game engines including WildTangent. Part two covers JavaScript and Web programming and illustrates multiple concepts including variables, loops, and arrays. The final part of the book brings all of the concepts learned together, as you incrementally build a 3D game as each skill is introduced. "3D Game Programming for Teens" assumes no prior programming experience and focuses on teaching the basic skills needed to build a simple 3D game. Once you have mastered the basics, you can apply each skill to more complex game engines and game building. Helpful definitions, examples, sample code, and a hands-on tutorial approach make the book a simple yet complete introduction to 3D game programming.

Table of Contents

Introduction xi
Chapter 1 A Brief History of Gaming 1(16)
A Quick Timeline
3(14)
1958—The First Video Game Invented
3(1)
1961—Spacewar
3(1)
1967—Television Video Games Created
4(1)
1971—The First Video Arcade Game
4(1)
1972—Magnavox Odyssey Brings Games Home
5(2)
1975—Atari Releases Pong
7(1)
1977—Atari 2600
7(1)
1978—Space Invaders
7(2)
1979—High Score
9(1)
1980—The First 3D Game
10(1)
1980—Pac-Man
10(1)
1981—Hello Mario
11(1)
1983—Video Game Crash
12(1)
1983—Dragon's Lair
12(1)
1985—NES and Super Mario Bros
13(1)
1985—Tetris
14(1)
1989—Game Boy
14(1)
1993—Atari Jaguar
15(1)
1993—Doom
15(1)
1995—PlayStation
15(1)
1996—Nintendo 64
15(1)
2000—PlayStation 2
15(1)
2001—Xbox
16(1)
Chapter 2 Becoming the World's Best 3D Game Programmer 17(10)
The Skills You Need
18(4)
Programming Skills
19(1)
Graphic Design Skills
19(1)
Team Skills
19(1)
Math
20(1)
Patience
21(1)
Communication Skills
21(1)
Grace Under Pressure
21(1)
Attention to Detail
22(1)
Creativity
22(1)
How to Get the Skills
22(5)
Play Games
23(1)
Practice, Practice, Practice
23(1)
Read
23(1)
Get Out There
24(1)
Find a Mentor
25(1)
Take a Course
26(1)
Have Other Interests
26(1)
Chapter 3 Designing a Game 27(14)
The Big Idea
27(5)
An Old Video Game
28(1)
A Book
28(1)
A Sport
28(1)
A Board Game
29(2)
An Event in Your Life
31(1)
A News Event
31(1)
A Sitcom, Drama, Game Show, or Movie
31(1)
Planning Your Game
32(6)
Type of Game
32(3)
The Story Line
35(2)
Storyboarding
37(1)
Controls
38(1)
Sounds and Music
39(1)
Creating a Design Document
40(1)
Chapter 4 Anatomy of a Game 41(12)
Programming Languages
41(3)
C++
42(1)
Java
43(1)
Visual Basic
43(1)
Blitz3D
44(1)
3D Modeling Software
44(2)
Maya
45(1)
3ds Max
46(1)
Graphics Programs
46(3)
Adobe Photoshop and Illustrator
47(2)
CoreIDRAW Graphics Suite
49(1)
Audio Programs
49(2)
Code Flow
51(2)
Chapter 5 Exploring Blitz3D 53(12)
Installing Blitz3D
54(1)
Launching Blitz3D
55(1)
Getting to Know the User Interface
56(5)
The Menu Bar
56(1)
The Toolbar
56(3)
Switching Programs
59(1)
The Side Panel
60(1)
Entering Code and Comments
61(4)
Chapter 6 Your First 3D Program 65(10)
The Jumping Cone Program
65(3)
Dissecting the Code
68(7)
Chapter 7 Shapes and Objects 75(30)
Understanding the 3D World
75(5)
Creating Basic Shapes
80(6)
Creating a Cone
80(2)
Creating Multiple Cones
82(2)
Creating Cubes, Cylinders, and Spheres
84(2)
Segments
86(1)
Resizing and Reshaping Objects
87(1)
Resizing or Scaling
87(2)
Reshaping
89(2)
Flipping an Object
91(1)
Coloring
91(3)
Wireframe
94(1)
Transparency
95(1)
Textures and Texture Mapping
96(6)
Applying Image Textures
96(3)
Scaling Textures
99(1)
Creating Text Textures
99(3)
Object Order
102(3)
Chapter 8 Getting Graphic 105(48)
Heightmaps
106(9)
Creating Heightmaps with Textured Fills
106(4)
Creating Heightmaps with a Brush
110(3)
Creating Heightmaps with Effects
113(2)
Creating Textures
115(5)
Walls
116(4)
Terrains and Skies
120(10)
Creating Terrains with Texture Fills
121(3)
Wood
124(3)
Creating Terrains with Effects
127(3)
Information Screens
130(23)
Welcome Screen
131(9)
Pause Screen
140(13)
Chapter 9 3D Modeling 153(26)
Creating a Bottle
154(7)
Creating the Outline
154(2)
Lathing the Bottle
156(1)
Exporting the Bottle
157(4)
Creating a Missile
161(14)
Creating the Missile Body
161(6)
Creating the Wings
167(6)
Exporting the Missile
173(2)
Importing Models into Blitz3D
175(4)
Chapter 10 Controlling Objects 179(14)
Moving Objects
179(2)
Rotating Objects
181(2)
Rotating Objects on Their Own
183(2)
Orbiting (a.k.a. Pivoting)
185(8)
Chapter 11 Lights and Cameras 193(26)
Working with Cameras
193(19)
Creating and Positioning a Camera
194(2)
Rotating a Camera
196(1)
Using Two Cameras
197(2)
Switching Cameras Virtually
199(4)
Splitting Views
203(4)
Zooming
207(3)
Camera Movement
210(1)
Following an Object
211(1)
Light
212(7)
Types of Lights
212(3)
Light Range
215(4)
Chapter 12 Setting the Stage 219(22)
Creating a Terrain
219(7)
Positioning a Terrain
220(4)
Changing the Terrain Color
224(1)
Applyinga Texture to a Terrain
224(1)
Changing the Size of a Terrain
225(1)
Creating a Plane
226(1)
Applying a Heightmap
227(5)
Shapesas Environments
232(9)
Going Inside Shapes
233(3)
Using Shapes with Terrains
236(5)
Chapter 13 Collisions 241(22)
Creating a Collision
242(9)
Collision Code
244(1)
Colliding Objects
245(3)
Collision Radius
248(1)
Shields Down!—Clear Collisions
249(2)
Collision Effects
251(11)
Poof! Now You See It, Now You Don't
252(3)
Chameleon Colors
255(2)
Blowing Up Stuff
257(5)
Other Collision Commands
262(1)
Chapter 14 Sounds and Music 263(12)
Sounds
263(8)
Loading and Playing Sounds
264(1)
Adjusting Volume
265(2)
Adjusting Pitch
267(2)
Adjusting Pan
269(2)
All I Want Is Loving You, and Music, Music, Music
271(4)
Working with Channels
272(1)
Looping Music
273(2)
Chapter 15 Other 3D Game Components 275(60)
Gravity
275(2)
Simple Jumping
277(2)
Velocity
279(3)
Chase Camera
282(3)
Mirror
285(1)
Timing
286(1)
Text
287(14)
Adding and Positioning Text
288(3)
Adding Text Variables
291(5)
Setting Font Size and Appearance
296(4)
Freeing Fonts
300(1)
Math
301(3)
Random
304(7)
Guns and Bullets
311(19)
Positioning a First-Person Shooter Gun
312(3)
Bullets
315(15)
Pausing
330(3)
Welcome Screens
333(2)
Chapter 16 Programming Fundamentals 335(44)
Variables
335(6)
Integer Variables
336(1)
Floating Point Variables
336(1)
String Variables
336(3)
Inputting with Other Variables
339(1)
Global versus Local Variables
340(1)
Functions
341(5)
Arrays
346(4)
Types
350(11)
Conditionals
361(4)
Operators
362(1)
If...Then Statements
363(2)
If...Then...Else
365(6)
Goto
370(1)
Select... Case
371(8)
Looping Conditionals
373(6)
Chapter 17 Putting It An Together 379(32)
Planning the Game—"3D Gallery"
379(2)
Files for the Game
381(1)
Creating the Water Texture
381(6)
Welcome Screen
387(1)
Setting Up the Graphic Elements and Camera
388(1)
Setting Up the Game Elements
389(1)
Creating the World
389(2)
Gallery Items
391(3)
Creating the Guns and Bullets
394(1)
Game Control and Gravity
395(1)
Moving Targets
396(1)
Firing Bullets
397(1)
Pausing the Game
398(1)
Creating Collisions
398(5)
Changing the Gallery
403(1)
Destroying Gallery Items
404(1)
Reloading Bullets
404(1)
Score
405(1)
Time Remaining
406(1)
Ending the Game
406(1)
Text
407(1)
Sounds
408(3)
Appendix 411(4)
Index 415

Supplemental Materials

What is included with this book?

The New copy of this book will include any supplemental materials advertised. Please check the title of the book to determine if it should include any access cards, study guides, lab manuals, CDs, etc.

The Used, Rental and eBook copies of this book are not guaranteed to include any supplemental materials. Typically, only the book itself is included. This is true even if the title states it includes any access cards, study guides, lab manuals, CDs, etc.

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