内容简介

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.

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豆瓣评论

  • 左亦
    虽然我不怀疑 Gregory Snook 是一位非常有才华的程序员,但本书和随附 CD 中显示的代码已经足够证明,我相信这本书对任何人都没有用,除了有数周经验的最有经验的专业人士是时候开始学习地形引擎了。我不是最有经验的程序员,到现在才使用 C++ 和 DX 4 年,但这本书的问题不在于复杂的概念,而在于内容。涵盖了创建和渲染地形的所有基础知识,但 CD 上的示例代码和引擎 (Gaia) 对于任何类型的教育书籍来说都过于复杂。可能 Snook 引用的每个库都有特殊的包装函数和围绕它们的类,除非读者花了几天时间通过几十个包装类学习所有 Snook 的语法,否则对任何代码片段的检查几乎都是无用的。虽然我很喜欢将这本书作为概念参考,但我担心它在实际编程场景中几乎没有用处。03-26

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