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Focus on 3D Terrain Programming (Focus on Game Development)
 
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Focus on 3D Terrain Programming (Focus on Game Development) (Paperback)

by Premier Development (Author)
3.3 out of 5 stars  See all reviews (3 customer reviews)
RRP: £36.62
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Product details

  • Paperback: 220 pages
  • Publisher: Premier Press; Pap/Cdr edition (6 Dec 2002)
  • Language English
  • ISBN-10: 1592000282
  • ISBN-13: 978-1592000289
  • Product Dimensions: 22.4 x 15.2 x 1.5 cm
  • Average Customer Review: 3.3 out of 5 stars  See all reviews (3 customer reviews)
  • Amazon.co.uk Sales Rank: 198,541 in Books (See Bestsellers in Books)

    Popular in these categories:

    #24 in  Books > Computing & Internet > PC & Video Games > Programming > 3D
    #25 in  Books > Computing & Internet > Programming > Graphics & Multimedia > 3D Programming
  • See Complete Table of Contents

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Product Description

Product Description

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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Customer Reviews

3 Reviews
5 star:
 (1)
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Average Customer Review
3.3 out of 5 stars (3 customer reviews)
 
 
 
 
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8 of 8 people found the following review helpful:
3.0 out of 5 stars Almost Great, 26 July 2003
By Mr AI "aideveloper" (UK) - See all my reviews
(TOP 1000 REVIEWER)   
This is a perfect book for the occassional hobbyist looking for some inspiration for a homebrew game engine.

The first half of the book introduce basic concepts and is excellent, and the second half contains more complete algorithms.

The book makes a big play of featuring a whole new algorithm, unfortunately this turns out to be quite a minor adjustment of an algorithm that is widely considered inadequate for games. It also, of course, means that this algorithm is untried.

The reason the book isn't suitable for more professional work is its lack of understanding. The authors don't seem to grasp the fact that modern graphics hardware can take huge amounts of geometry. So much so that the fastest terrain algorithms are those that make best use of the graphics bus (especially on PS2, but also in a big way on PC). Chasing every triangle the way the book suggests went out of commercial best practice last century!

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2 of 2 people found the following review helpful:
2.0 out of 5 stars Introduction, nothing more., 14 Aug 2003
By Anders Hansen (Denmark) - See all my reviews
(REAL NAME)   
This book gives a quick and fast introduction to terrain generation using C++ and OpenGL. I don't like the way this book is written, there is way to much small-talk in the chapters, about what to learn and how easy it is to program.

They say that this is an small and focused book, thats right but I would have loved some more code examples in the book, to describe the text. There is to many references to the demos on the CD. Its easy to make a book this small, when the reader is sent to the CD all the time.

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0 of 3 people found the following review helpful:
5.0 out of 5 stars Excellent, 1 Sep 2003
By D. T. Philip "last time" (uk) - See all my reviews
(REAL NAME)   
This book is excellent.
The code works.
The information given is understandable and the algorithms are bang up to date
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