This book is pretty much the only book I could find that properly covered terrain engines, i.e. it did something nobody else has done so it gets 5/5! There is a lot of information on the different aspects of writing a terrain based game, including data storage/organisation, an in depth discussion of programmable shaders and some groovy effect files on the CD. Personally, after reading the first few chapters I decided it worked better as a reference book than a read-all-at-once book (but there's nothing wrong with that). The writing style is fairly good, with a few jumps here and there, where the author perhaps explains 1 thing too well and another not well enough, but this is true of most computer books. Quadtrees are extremely well explained which are vital to any outdoor engine, and the blending of textures based on height to give a proper outdoor feel was extremely useful. Also included are sky spheres and lens flare which looks great, and water which perhaps wasn't quite as amazing. A must for next-gen terrain programmers. It contains all the information needed that has not yet been properly documented in any single book, and very few mistakes! However be warned that although it does give an intro to games programming, it is not for begginers and you might one to get a book like 'The Zen Of 3D Game Programmer' by 'Peter Walsh' before reading '3D Terrain Engines' if you want to get the most out of it. Basically, this book is one of a kind so buy it, but if u are unexperienced buy a more general book aswell!