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Real-Time 3D Terrain Engines Using C++ and DirectX 9 (Game Development Series)

Greg Snook




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 | #3047132 in Books |  Cengage Learning |  2003-06 | Ingredients: Example Ingredients | Original language:English | PDF # 1 |  9.25 x7.00 x1.20l,1.83 | File type: PDF | 374 pages

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||2 of 2 people found the following review helpful.| dated and dangerous|By aprogrammer|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 2| |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 Chapt

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 gam...

You easily download any file type for your gadget.Real-Time 3D Terrain Engines Using C++ and DirectX 9 (Game Development Series)   |  Greg Snook. Which are the reasons I like to read books. Great story by a great author.

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