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Real-Time 3D Terrain Engines Using C++ and DirectX 9
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Real-Time 3D Terrain Engines Using C++ and DirectX 9

Real-Time 3D Terrain Engines Using C++ and DirectX 9

Greg Snook

374 pages, parution le 25/08/2003

Résumé

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.

On the CD!

  • The complete real-time 3D terrain engine documented in the book
  • All model, texture, and effect files
  • The Microsoft DirectX 9 SDK
  • 3DEM (Visualization Software LLC) and a demo of T2 (Keith Ditchburn) to help you create your own terrain

Contents

  • A foundation in 3D
    • Getting started with DIRECTX 9.0 and D3DX
    • Fundamental 3D objects
    • The high-level shader language
    • Gaia engine overview
  • Introduction to terrain systems
    • World management
    • Basic terrain geometry
    • The roam terrain system
    • Tiled geometry techniques
    • Texturing techniques
  • Extending the engine
    • Big sky country
    • Rendering outdoor scenes
    • The 3D Gardener
    • Ocean water
    • Appendix A Gaia utility classes
    • Appendix B Floating-point tricks

L'auteur - 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.

Caractéristiques techniques

  PAPIER
Éditeur(s) Charles River Media
Auteur(s) Greg Snook
Parution 25/08/2003
Nb. de pages 374
Format 18,5 x 23
Couverture Broché
Poids 830g
Intérieur Noir et Blanc
EAN13 9781584502043
ISBN13 978-1-58450-204-3

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