Real-Time 3D Terrain Engines Using C++ and DirectX9 (Game Development Series), by Greg Snook

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Real-Time 3D Terrain Engines Using C++ and DirectX9 (Game Development Series), by Greg Snook

Real-Time 3D Terrain Engines Using C++ and DirectX9 (Game Development Series), by Greg Snook


Real-Time 3D Terrain Engines Using C++ and DirectX9 (Game Development Series), by Greg Snook


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Real-Time 3D Terrain Engines Using C++ and DirectX9 (Game Development Series), by Greg Snook

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.

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Product details

Series: Game Development Series

Paperback: 374 pages

Publisher: Charles River Media; 1 edition (June 30, 2003)

Language: English

ISBN-10: 1584502045

ISBN-13: 978-1584502043

Product Dimensions:

7 x 1.2 x 9.2 inches

Shipping Weight: 1.8 pounds

Average Customer Review:

3.1 out of 5 stars

24 customer reviews

Amazon Best Sellers Rank:

#3,467,373 in Books (See Top 100 in Books)

Though the final results are dated, this book contains quite a bit of information covering a range of useful techniques. Overall, I enjoy the book as a reference and jumping-off point for further investigation elsewhere.I had already implemented his interlocking terrain tiles method prior to reading the text, but that was back in 2007, so this was a good refresher for that material. Unfortunately, he even admits that there is no way to smooth out the serious LOD popping that occurs using his method (something I was hoping to resolve). He suggests the chunked method as the best path toward a solution instead, so I can toss out my previous implementation :(One problem with the book's age is that the text seeks to support older hardware, including "...those using pixel shader version 1.x". It is unlikely you need to do that (be honest, you aren't going to support anything prior to sm3), so some sections can be ignored entirely and many of the self-imposed limits in the methods he employs are no longer useful or informative.I have never written a review before, but felt compelled to point out a danger lurking on the book's accompanying CD. I have a Dell XPS m1710 laptop with an nVidia GeForce Go 7950GTX. I use WinXP Pro with DirectX 9.0c. I ran the chapter 11 demo, which shows atmospheric effects and sunlight. I advanced the time of day until the sun set on the horizon and - bam - Windows locked up and the BSOD followed. My video card was permanently trashed. Bricked. Destroyed. I *strongly* urge readers not to run the samples! Look at the color screen-shots on the front and back covers of the book, because there isn't anything else to see in the demos anyway and you might destroy your computer trying.YOU HAVE BEEN WARNED!

While I do not doubt that Gregory Snook is a very talented programmer, the code shown in this book and on the accompanying CD are proof enough, I believe that this book is of no use to anyone except for the most experienced professionals who have weeks of time to burn learning about Terrain Engines. I am not the most experienced programmer, having only worked with C++ and DX for 4 years now, but the problem with this book is not in complex concepts, but in content. All of the fundamentals of creating and rendering terrain are covered, but the example code and the engine (Gaia) on the CD are overly complex for any sort of educational book. Possibly every single library that Snook referenced has special wrapper functions and classes around them, making an examination of any code snippet next to useless unless the reader has spent days going through dozens of wrapper classes learning all of Snook's syntax. While I do enjoy owning this book as a conceptual reference, I am afraid that it is next to useless as an aid in practical programming scenarios.

great 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. This book isn't for people new to DirectX. It was worth $30.

Turns out it's only about removing vertices at a certain distance! Not good! All the demos are the same! From 6-13! Really, it is!

Although the 3D demo is quite ugly, the ideas inside are pretty interesting. The most interesting part is the engine development, which turns out really useful and its encapsulation allows you to improve your terrain optimization algorithm very easily.

I spend a LOT of time reading programming books for use in my own courses, gathering tidbits here and there for my exploration of game engine programming and rendering courses. So, I've spent about a month digging through this book off an on, and even was able to chat with the author, Greg Snook.The only problem with this book is that Snook started with a complex, fully-featured engine, and then tried to explain the concepts using the finished engine, which means that even the first terrain example (in chapter 6) includes a quadtree. I wanted to see a simple wireframe example that demonstrates how to create the terrain vertices first, and then learn now to add materials and textures and other effects to the terrain.Since the engine is already fully developed, the author had a hard time (it seems to me) presenting a simple example. I prefer to start with an early, crude example, and build on it. This book starts with the finished product and tries to use that. Unfortunately, since this is Snook's own engine, and it's not explained--just dropped on the reader--the topic of terrain building and rendering takes the back seat to the engine code.The recommended level is Intermediate, but this is clearly a book for an Advanced reader because one must dig through the engine to find the code for creating the vertex data for a terrain system.

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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