Vous voulez voir cette page en français ? Cliquez ici.


or
Sign in to turn on 1-Click ordering.
More Buying Choices
Have one to sell? Sell yours here
Real-Time 3D Terrain Engines Using C++ and DirectX
 
See larger image
 

Real-Time 3D Terrain Engines Using C++ and DirectX [Paperback]

Greg Snook
3.6 out of 5 stars  See all reviews (16 customer reviews)
List Price: CDN$ 77.95
Price: CDN$ 52.41 & this item ships for FREE with Super Saver Shipping. Details
You Save: CDN$ 25.54 (33%)
o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o
Usually ships within 10 to 12 days.
Ships from and sold by Amazon.ca. Gift-wrap available.

Product Details


Product Description

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 fundamentals 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.

Tag this product

 (What's this?)
Think of a tag as a keyword or label you consider is strongly related to this product.
Tags will help all customers organize and find favorite items.
Your tags: Add your first tag
 

 

Customer Reviews

16 Reviews
5 star:
 (7)
4 star:
 (2)
3 star:
 (2)
2 star:
 (3)
1 star:
 (2)
 
 
 
 
 
Average Customer Review
3.6 out of 5 stars (16 customer reviews)
 
 
 
 
Share your thoughts with other customers:
Most helpful customer reviews

1 of 1 people found the following review helpful:
1.0 out of 5 stars waste of money, Mar 23 2004
By A Customer
This review is from: Real-Time 3D Terrain Engines Using C++ and DirectX (Paperback)
this book doesn't give you any background or theory on how to create a terrain engine. insted it only shows you code, code and more code!
The little theory presented here seems to be the one in DirectX SDK documentation and it only uses of D3DX functions...

Well... don't buy it!

Help other customers find the most helpful reviews 
Was this review helpful to you? Yes No


5.0 out of 5 stars Great book from an experienced programmer., May 22 2004
By 
David Neubelt (Winter Park, FL United States) - See all my reviews
This review is from: Real-Time 3D Terrain Engines Using C++ and DirectX (Paperback)
The book is exactly how the title describes it. It is developing a 3d terrain engine and if that is what you are looking to do then this is well worth the 30 bucks, in my opinion. The author is an experienced programmer and it shows through the code. The design of the engine is elegant and if you learn nothing else from the book you will at least walk away with a better understanding of engine design.

The book not only shows you the theory behind terrain programming but also resource management, scene management and integrating pixel and vertex shaders. This book seems to always be laying around open on my desk.

Help other customers find the most helpful reviews 
Was this review helpful to you? Yes No


5.0 out of 5 stars If you're not a newbie 3D developer, this is THE DX9 book, Oct 27 2003
By 
Hans Kessock (Atlanta, GA) - See all my reviews
(REAL NAME)   
This review is from: Real-Time 3D Terrain Engines Using C++ and DirectX (Paperback)
Basically, I'm a professional OGL/D3D programmer and rather because I don't have days to devote to discerning the differences between DX8.x's PS/VS pipeline and the DX9 pipeline, I have found this book to be a great segway into porting to DX9. You don't need any previous DX experience to get a ton out of this book; however, I would recommend some 3D experience prior to indulging in its mysteries. The author writes very practically and well, and explains the problems and solutions to large scale terrain rendering clearly and informatively.

I can't recommend this book enough.

Help other customers find the most helpful reviews 
Was this review helpful to you? Yes No

Share your thoughts with other customers: Create your own review
Want to see more reviews on this item?
 Go to Amazon.com to see all 25 reviews  3.2 out of 5 stars 
 
 
Most recent customer reviews











Only search this product's reviews



Listmania!

Create a Listmania! list

Look for similar items by category


Look for similar items by subject


Feedback


Amazon.ca Privacy Statement Amazon.ca Shipping Information Amazon.ca Returns & Exchanges