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Books > Computers & Technology > Games & Strategy Guides > 1592000282
  1. Focus On 3D Terrain Programming (Focus on Game Development)
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  2. Focus On 3D Terrain Programming (Focus on Game Development)

    [1592000282]
    Delivery: 10-20 Working Days
    Customer Ratings (24 reviews)
    Price R1091.00

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Additional Information

This book is one-of-a-kind. Most 3D programming books on the market today concentrate on only one (or two) of the four algorithms that are presented in this book. Terrain engines have applications in games, but also in various simulations and they play a very important part in military flight simulations. Terrain engine programming is not only hot and widely applicable, it's fun!. This book is an informative adventure through the world of 3D terrain, packed full of demos, figures and information.

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Specifications

Country
USA
Author
Trent Polack
Binding
Paperback
Brand
Brand: Course Technology PTR
EAN
9781592000289
Edition
1
Feature
Used Book in Good Condition
ISBN
1592000282
Label
Course Technology PTR
Manufacturer
Course Technology PTR
NumberOfItems
1
NumberOfPages
220
PublicationDate
2002-12-11
Publisher
Course Technology PTR
Studio
Course Technology PTR
Most Helpful Customer Reviews

The text doesn't come close to describing any of the terrain rendering algorithms adequately. For this, the author refers the reader to whitepapers on the companion CD written by the original authors. After a short search on the Internet, I turned up a wealth of better written descriptions on 3d terrain rendering algorithms. I suggest others to do the same.

The author makes a big deal out of the importance of morphing vertex points to minimize the effect of popping but provides no implementation description. As he says in the text: "I didn't want to limit your imagination..." What a cop out!

The c++ code provided on the companion CD is cleanly written, compiled and ran without problems, but is also clean of any useful comments further mystifying the subject. Another search on the Internet turned up many source code examples with better documentation.
Wow. Let me just start off with that. I started this book with very little understanding of terrain algorithms. Now I know 4 major approaches to terrain and how to implement them, with many different possibilities for texturing, lighting and culling. If you are a beginner in the world of 3D terrain, then this book is the best one you can have right now. It can take you from a complete beginner with some basic openGL knowledge, like I was, to someone who knows how to write a very effective 3D terrain engine.
This book is NOT for advanced 3D terrain programmers. It will be very useful to a beginner, like I was. If you know how to do 4 chapters' worth of this book- the basics and one of the more advanced algorithms- then it's not worth it. If you know any less, I'd strongly recommend it! It teaches the main algorithms that have stood the test of time in 3D Terrain Programming, and ONE NEW ALGORITHM THAT'S SO CUTTING EDGE, IT HASN'T EVEN BEEN OFFICIALLY PUBLISHED YET- ROAM... Read more
This is an excellent book, well worth purchasing if you're interested in terrain rendering and don't have a good idea where to start, or have never coded a terrain engine before.
It starts out with simple explanations of the basics of terrain rendering. Many of you will probably be familiar with the techniques in the first portion of the book.
The meat of the book, however, evaluates ,in a non biased fashion, three different CLOD algorithms. Along with the whitepapers included on the CD after reading this book, you should have a throuough understanding of how to implement these algorithms yourself.
The code included on the CD is well written, and very concise. If you're a hardcore C++ programmer, you may be irked by the lack of fancy template usage, or C++ streams; but the way the author has structured everything makes it very easy to understand the code whether you are familiar with C or C++.
The last chapter is a nice add-on. If you are familiar with techniques... Read more
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