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Team LRN
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Team LRN
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3D
Game Programming
All in One
Kenneth C. Finney
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SVP, Course Professional, Trade,
Reference Group:
Andy Shafran
Publisher:
Stacy L. Hiquet
Senior Marketing Manager:
Sarah O’Donnell
Marketing Manager:
Heather Hurley
Manager of Editorial Services:
Heather Talbot
Acquisitions Editor:
Mitzi Koontz
Associate Marketing Manager:
Kristin Eisenzopf
Series Editor:
André LaMothe
Developmental Editors:


Dave Astle and Kevin Hawkins
Project Editor:
Jenny Davidson
Technical Reviewers:
Michael Dawson and Les Pardew
Retail Market Coordinator:
Sarah Dubois
Copy Editor:
Laura Gabler
Interior Layout Tech:
Jill Flores
Cover Designer:
Steve Deschene
CD-ROM Producer:
Brandon Penticuff
Indexer:
Sharon Shock
Proofreaders:
Sandi Wilson and Sara Gullion
© 2004 by Premier Press, a division of Course Technology. All rights
reserved. No part of this book may be reproduced or transmitted in any
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reserved. ThinkTanks is a trademark of BraveTree Productions, LLC. Orbz
is a trademark of Mind Vision Software. Marble Blast Gold is a trademark
of GarageGames. MilkShape 3D is a trademark of chUmbaLum sOft.
All other trademarks are the property of their respective owners.
Important: Course PTR cannot provide software support. Please contact
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of human or mechanical error by our sources, Course PTR, or others, the
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ISBN: 1-59200-136-X
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This book is dedicated to my wife, Tubetti, and my two sons, Rockid
and Lincus, whose sacrifices and encouragement made it possible.
-CERDIP
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I
would like to thank Dave Wilkes for his encouragement to do this book, and the other
guys at Wilkes Associates for just putting up with me, especially during the early days
of its creation.
I also want to thank my editors, Mitzi Koontz, Laura Gabler, Mike Dawson, Les Pardew,
Kevin Hawkins, and Dave Astle, and especially the ever-patient Jenny Davidson (she
laughs at my jokes!). A big thank you to André LaMothe for pushing the idea, and mak-
ing it happen.
Many thanks and a tip o’ the hat go to those Four Guys in a Garage: Jeff Tunnell, Rick
Overman, Mark Frohnmayer, and Tim Gift. These are the perpetrators of Torque, and the
founders of GarageGames. An amazing crew. Thanks to Desmond Fletcher for his assis-
tance (knowing and unknowing) with subjects as diverse as particles, terrain, and clouds.
Many thanks go to Melv May, Harold Brown, Anthony Rosenbaum, Phil Carlisle, Dave
Wyand, Matthew Fairfax, Pat Wilson, Ryan Parker, Simon Windmill, Kevin Ryan, Joe Mar-
uschak, Joel Baxter, Justin Mette and the 21-6 gang, and Frank Bignone, for their many
contributions to the Torque engine and its game development community. Hearty thanks
to Nick Palmer for allowing me to use his music, which appears on the CD.
I also want to thank every player who came to Tubettiworld in those halcyon DF2 days
and made it his or her virtual home. They made it a great place to play and socialize
online. I would like to list them all, but obviously I can’t. To the late John “Tufat” Tucker,

the gentleman—I salute you, !S. Then there are, in no particular order: AceTW, his evil
twin Malfunction, Strata, Spector, Roadkill, Midnight, Oz Mal, Deadbolt, Insomniac,
Checkfire, Norway, Animal, Qdad, MickyD, Buster, Major Chip Hazard, Pirate, Kotch, C2,
FF6, IRS Agent, and Kdawg—I mustn’t neglect to mention Dr. Evil and the great work he
vi
Acknowledgments
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Acknowledgments vii
and his gang are doing with the TXP stuff. Last, but certainly not least, Jim, The Nailer, the
epitome of the Online Game Player, and an all around great guy. I hope that everything
works out, Jim.
Along the way, there have been many others in various places that deserve some mention:
KILLER and his gang, who do what cornered rats do best—fight back. Many other game
developers can learn a thing or two about hard work from those guys. Onchas, Cowboy,
Badger, and the rest of the “Allies”—keep up the good work. Same with you “Axis” play-
ers (except that your days are numbered!). Also a hearty !S to the Playnet forum denizens
who opened a second front as soon as the war started (Teh?).
I’m sure I’ve forgotten to acknowledge someone, and I’ll probably get e-mails to that
effect, but that’s the risk one embraces.
Regards,
CERDIP
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viii
K
ENNETH
C. F
INNEY
is the Principal Software Engineer at Wilkes Associates, Inc. in the

Greater Toronto Area. He began programming in 1974 and was a recipient of the presti-
gious Conference Board of Canada ITX (Innovation in Technology Excellence) Award in
1997 for his work on InScan—a high-speed document scanning system. He was a consul-
tant to the Department of National Defence in Canada in Armoured Fighting Vehicle sys-
tems design, and is an orange-qualified Nuclear Engineer designing NDE systems and
techniques for Candu reactor stations. He is an associate professor at Seneca College at
York University in Toronto, helping technical writers learn how to survive in a software
development environment. Ken is the creator of the popular Tubettiland ‘Online Cam-
paign’ Mod and the ‘QuicknDirty’ game management tools for Novalogic’s Delta Force 2
game series. He is currently working on the new and unique Tubettiworld action/adven-
ture game (www.tubettiworld.com) using the Torque Game Engine.
About the Author
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A
NDRÉ
L
A
M
OTHE
, CEO, Xtreme Games LLC, has been involved in the computing indus-
try for more than 25 years. He wrote his first game for the TRS-80 and has been hooked
ever since! His experience includes 2D/3D graphics, AI research at NASA, compiler
design, robotics, virtual reality, and telecommunications. His books are top sellers in the
game programming genre, and his experience is echoed in the Course Technology PTR
Game Development series.
About the Series Editor
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Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .xxvi

Chapter 1
Introduction to 3D Game Development . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1
Chapter 2
Introduction to Programming . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .31
Chapter 3
3D Programming Concepts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .89
Chapter 4
Game Programming . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .123
Chapter 5
Game Play . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .157
Chapter 6
Network . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .205
Chapter 7
Common Scripts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .235
Chapter 8
Introduction to Textures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .275
Chapter 9
Skins . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .309
Chapter 10
Creating GUI Elements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .335
Chapter 11
Structural Material Textures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .351
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Contents at a Glance
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