Features
- Cover Type: Paperback with 374 pages
- Published by: Charles River Media
- Edition: 1st Edition June 2003
- Written in: English
- ISBN 10 Number: 1584502045
- ISBN 13 Number: 978-1584502043
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Book Dimensions:
9.2 x 6.9 x 1.1 inches
- Weighs: 1.8 pounds
Product Description
With recent advancements in programmable 3D rendering hardware, game developers can create engines capable of making complete outdoor landscapes. Many of today's popular games include entire outdoor environments, but making these environments realistic and fast is a challenge for even the best programmers. Real-Time 3D Terrain Engines Using C++ and DirectX 9 is written to help make the process more efficient, and to bring new programmers into the field of 3D computer game programming. The book is dedicated to teaching the basics of programming a popular 3D engine type - the "Real-Time 3D Terrain Engine." Throughout the book, the focus is on the essential topics of outdoor terrain rendering. So whether you are new to 3D engine programming or a seasoned veteran, Real-Time 3D Terrain Engines Using C++ and DirectX 9 will teach you how to use the latest advancements in hardware-accelerated rendering, and provide all of the tips, tricks, and ideas you need to build your own, complete 3D terrain engine. Skills Needed: It is assumed that you are familiar with C++, Direct X, math, and geometry and that you're ready to move into 3D engine design and real-time terrain visualization.
About The Author
Greg Snook (Sammamish, WA) has been a game programmer and artist for over eight years. He has worked on a number of successful games with several game development companies. He currently works as an Xbox programmer for Bungie Studios, and has contributed to all three volumes of the Game Programming Gems series.
Reader ReviewsThis is a tough book to recommend. If you need your hand held through detailed examples, this is not a good source at all, especially since the sample programs are (1) overly complex and platform-dependent and (2) slow and ugly. On the other hand, this DOES discuss texturing, quadtrees, a few CLOD algorithms, sky and water rendering, Perlin noise, and a few other things as they relate to terrain, and can be a useful source of ideas for the not-quite-novice. Yes, most of the information here can be found on the web, but that's true of practically any programming book. By the way, a MAJOR annoyance here is the really rather astounding number of typos and basic usage errors ("discreet" vs. "discrete," etc) that somehow were not caught in editing. There seems be a trend to this effect in game programming books lately, but this one is really exceptionally error-ridden.