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

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Title: Real-Time 3D Terrain Engines Using C++ and DirectX 9 (Game Development Series)
by Gregory Snook, Greg Snook
ISBN: 1-58450-204-5
Publisher: Charles River Media
Pub. Date: June, 2003
Format: Paperback
Volumes: 1
List Price(USD): $49.95
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Average Customer Rating: 3.54 (13 reviews)

Customer Reviews

Rating: 5
Summary: If you're not a newbie 3D developer, this is THE DX9 book
Comment: Basically, I'm a professional OGL/D3D programmer and rather because I don't have days to devote to discerning the differences between DX8.x's PS/VS pipeline and the DX9 pipeline, I have found this book to be a great segway into porting to DX9. You don't need any previous DX experience to get a ton out of this book; however, I would recommend some 3D experience prior to indulging in its mysteries. The author writes very practically and well, and explains the problems and solutions to large scale terrain rendering clearly and informatively.

I can't recommend this book enough.

Rating: 3
Summary: so-so book
Comment: The author did a good job of explaining the algorithms. Publisher should've paid for someone to read the book once before printing it. There were tons of spelling errors. This book isn't for people new to DirectX. It was worth $30.

Rating: 5
Summary: good book for game writers
Comment: I've been working on my first game engine for a long time. This book was a big help in teaching all the missing pieces. For new game programmers, this book is really good. You need to know some C++ and Direct X, but the book is still helpful if you don't.

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