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Real-Time 3D Terrain Engines Using C++ and DirectX9 (Game Development Series) ***--

Real-Time 3D Terrain Engines Using C++ and DirectX9 (Game Development Series) By Greg Snook
Published June 2003
List Price: $49.95, Your Amazon.com Price: $35.95

Amazon.com Sales Rank: 1,505,220
Availability: Usually ships in 1 to 2 months

Summary:
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, it 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.

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2 Comments

This is a great book for the intermediate game programmer. The first group of chapters explain a game engine that is a better design than most "game engine" books. However, this is definately not for the beginner or lazy, because the author assumes you will go through the code on your own. Thus, he explains only the difficult concepts of the code. Perfect...if you are intermediate to advanced (I consider myself just intermdiate). I am surprised tha more gamedev people haven't commented on this great resource.
I found this book to be very unhelpful. If you just read the book you will find the theory is very good though, but only if you are totally new to terrain engines as its not exactly ground breaking.

The code on the cd doesnt compile and there are more classes than i can count. All of the binaries are in a separate file, away from the source code. The demos are ugly and run slow on my x800 xt, roughly 40 fps. You cant see very far in the demos and there are horrid bugs, no shaders in the demos. No fog either, lots of pop up. All of the textures and models are ugly. The water is blocky. The sky is nice.

The code worries about debugging and memory management so much that it is unreadable.

The best part of this book imo was the explaination of quad trees and roam. Dont expect to be able to locate the code which actually implements these alogithms.

All the code filenames begin with c.

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