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In my first book, 3D Game Programming All in One, we went on a journey of discovery in the wilds of the 3D game development jungle. Starting with an examination of the 3D game industry, we then made our first tentative forays into the fields of programming and three-dimensional concepts. After that we marched across the vast steppe of Torque, using it to create some introductory single-player game environments. We then flanked through the verdant forests of game artwork, building models and textures. All the while we refined our understanding of game development and our appreciation of how Torque can carry us through the rough parts. When we came out the other side, we had seen everything to be seen, and spent a fair amount of time looking at many things we encountered along the way.
However, many of the features and concepts we encountered only received the shallowest glance. This is in no small part due to the richness of the game development scenery. In the chapters to come, we will return directly to some of those places and dwell longer, learn more, and develop a much more complete understanding.