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Real-Time 3D Terrain Engines Using C++ and DirectX
 
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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
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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.

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Customer Reviews

Most helpful customer reviews
1 of 1 people found the following review helpful
waste of money Mar 23 2004
By A Customer
Format: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!

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Great book from an experienced programmer. May 22 2004
Format: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.

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If you're not a newbie 3D developer, this is THE DX9 book Oct 27 2003
Format: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.

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Most recent customer reviews
It's awesome
I got this book not knowing anything about terrain programming. However, after reading it I felt very comfortable with the subject and was able to use and extend the gaia engine. Read more
Published on April 25 2004 by Ryan Bailey
so-so book
The author did a good job of explaining the algorithms. Publisher should've paid for someone to read the book once before printing it. There were tons of spelling errors. Read more
Published on Oct 23 2003 by Peter Knepley
good book for game writers
I've been working on my first game engine for a long time. This book was a big help in teaching all the missing pieces. For new game programmers, this book is really good. Read more
Published on Sep 13 2003 by Alex Hernandez
Best terrain book available
I picked up this book along with Trent Pollack's 'focus on 3D terrain programming'. Side-by-side, I'd advise anyone to pick up Snook's book. Read more
Published on Sep 10 2003 by David Witken
Excellent terrain book
At first I was put off by the amount of code included with this book. But the more I look through it, the happier I am to have it. Read more
Published on Sep 10 2003 by Mike Almeida
Interesting ideas, many faults.
This 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... Read more
Published on Aug 30 2003 by specularity
Great (Only if you have the hardware to support it)
This book has a lot of great info in it which is really helping me to get a good grasp of terrain ideas for one of my projects. Read more
Published on Aug 25 2003
Amazing
This is a really good book, one of the best i have ever get, a really nice and easy engine with a great and encapsulated code. Read more
Published on Aug 12 2003 by Samuel Alejandro Prince Quezada
You need to enjoy digging through a lot of code...
Not an easy book to learn from, all the code from the first demo program on up use the (complicated) final engine to do their rendering, and you'll have to go spelunking through it... Read more
Published on July 27 2003 by N. Davidson
Hope you like digging through his final engine code...
Not an easy book to learn from, all the code from the first demo program on up use the (complicated) final engine to do their rendering, and you'll have to go spelunking through it... Read more
Published on July 27 2003 by N. Davidson
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