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Torque 3D Game Development Cookbook

You're reading from   Torque 3D Game Development Cookbook Over 80 practical recipes and hidden gems for getting the most out of the Torque 3D game engine

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Product type Paperback
Published in Jan 2013
Publisher Packt
ISBN-13 9781849693547
Length 380 pages
Edition 1st Edition
Languages
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Author (1):
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DAVID WYAND DAVID WYAND
Author Profile Icon DAVID WYAND
DAVID WYAND
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Toc

Table of Contents (17) Chapters Close

Torque 3D Game Development Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
1. TorqueScript: The Only Script You Need to Know 2. Working with Your Editors FREE CHAPTER 3. Graphical User Interface 4. Camera and Mouse Controls 5. Your Graphics Evolved 6. Make That Sound Happen 7. Game Objects 8. Multiplayer Servers 9. Importance of Networking 10. Miscellaneous Gameplay Features Index

Clicking on an object in the scene (server-side)


Clicking on an object within the 3D world with the mouse is a common action in many games. Torque 3D allows for the processing of this action to occur on either the client or server side depending on what is appropriate. Handling this action on the server is useful when the act of clicking needs to be authorized by the server (such as making sure an object is in the player's line of sight and they are not cheating), or we need to make use of the gameplay information on an object in order to work with it. In this recipe, we will look into clicking on an object from the client and processing it on the server side.

Getting ready

We will be making TorqueScript changes in a project based on the Torque 3D Full template, and try them out using the Empty Terrain level. If you haven't already, use the Torque Project Manager (Project Manager.exe) to create a new project from the Full template. It will be found under the My Projects directory. Then start...

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