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Real-Time 3D Terrain Engines Using C++ and Directx9
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Table of Contents

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

About the Author

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.

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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

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