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Real-Time 3D Terrain Engines Using C++ and DirectX9 - Greg Snook

Real-Time 3D Terrain Engines Using C++ and DirectX9

Greg Snook (Autor)

Media-Kombination
374 Seiten
2003
Charles River Media
9781584502043 (ISBN)
CHF 135,95 inkl. MwSt
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Many popular computer games include entire outdoor environments and making these environments realistic and fast is a challenge for even the best programmers. This text is written to teach users how to design a complete 3D game engine for outdoor environments using DirectX and C++.
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.

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.

Part I: A Foundation In 3d 1
Chapter1 Getting Started With Directx 9.0 Andd3dx
Chapter 2 Fundamental 3d Objects
Chapter 3 The High-Level Shader Language
Chapter 4 Gaia Engine Overview
Part II: Introduction To Terrain Systems 97
Chapter 5 World Management
Chapter 6 Basic Terrain Geometry
Chapter7 The Roam Terrain System
Chapter 8 Tiled Geometry Techniques
Chapter 9 Texturing Techniques
Part III: Extending The Engine 221
Chapter 10 Big Sky Country
Chapter 11 Rendering Outdoor Scenes
Chapter 12 The 3d Gardener
Chapter 13 Ocean Water
Appendix A Gaia Utility Classes
Appendix B Floating-Point Tricks
Appendix C Programming Reference Sheets
Appendix D Recommended Reading
Appendix E About The CD-Rom

Erscheint lt. Verlag 30.7.2003
Verlagsort Hingham
Sprache englisch
Maße 187 x 234 mm
Gewicht 817 g
Themenwelt Mathematik / Informatik Informatik Grafik / Design
Informatik Weitere Themen Computerspiele
ISBN-13 9781584502043 / 9781584502043
Zustand Neuware
Informationen gemäß Produktsicherheitsverordnung (GPSR)
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