FOCUS ON 3D TERRAIN PROGRAMMING

By K. LUIRI

CONTENTS PART ONE INTRODUCTION TO TERRAIN PROGRAMMING CHAPTER 1 THE JOURNEY INTO THE GREAT OUTDOORS “TERRAIN? NO THANKS, I ALREADY ATE ” GENERAL APPLICATIONS TERRAIN AND GAME DEVELOPMENT DEMO BUILDING MADE EASY! THE MAIN DEMOS THE BOOK AT AN ITTY-BITTY GLANCE PART ONE: INTRODUCTION TO TERRAIN PROGRAMMING PART TWO:ADVANCED TERRAIN PROGRAMMING THE DEMOS SUMMARY CHAPTER 2 TERRAIN HEIGHTMAPS THE CREATION OF A BASE TERRAIN CLASS LOADING AND UNLOADING A HEIGHTMAP THE BRUTE FORCE OF THE MATTER FRACTAL TERRAIN GENERATION FAULT FORMATION MIDPOINT DISPLACEMENT REFERENCES CHAPTER 3 TEXTURING TERRAIN SIMPLE TEXTURE MAPPING PROCEDURAL TEXTURE GENERATION THE REGION SYSTEM THE TILE SYSTEM CREATING THE TEXTURE DATA IMPROVING THE TEXTURE GENERATOR USING DETAIL MAPS CHAPTER 4 LIGHTING TERRAIN HEIGHT-BASED LIGHTING COLORING THE LIGHT SOURCE HARDWARE LIGHTING LIGHTMAPPING SLOPE LIGHTING OKAY, SLOPE LIGHTING IS COOL, BUT HOW IS IT PERFORMED? CREATING A SLOPE-LIGHTING SYSTEM DYNAMICALLY CREATING LIGHTMAPS PART TWO ADVANCED TERRAIN PROGRAMMING CHAPTER 5 GEOMIP-MAPPING FOR THE CLOD IMPAIRED CLOD TERRAIN 101 WHY BOTHER WITH CLOD TERRAIN? NOT EVERYTHING IS HAPPY IN THE LAND OF CLOD TERRAIN WRAPPING UP YOUR INTRODUCTION TO CLOD TERRAIN GEOMIPMAPPING THEORY FOR THE SEMI-CLOD IMPAIRED SIMPLY THE BASICS TRIANGLE ARRANGEMENT MADE EASY IMPLEMENTING GEOMIPMAPPING FOR THE VERY SLIGHTLY CLOD IMPAIRED PATCH IT UP CREATING THE BASIC GEOMIPMAPPING IMPLEMENTATION PROBLEMS EXIST TO BE FIXED CHAPTER 6 CLIMBING THE QUADTREE QUADS DO GROW ON TREES THINK OUTSIDE OF THE QUAD! SIMPLY THE BASICS… AGAIN PROPAGATION PROPAGANDA CULL LIKE YOU’VE NEVER CULLED BEFORE… AGAIN HUG THE QUADTREE, LOVE THE QUADTREE, BE THE QUADTREE IMPLEMENTING THE BASICS COMPLICATING THINGS A BIT SPEEDING THINGS UP A BIT CHAPTER 7 WHEREVER YOU MAY ROAM THE ROAM ALGORITHM THEORY IMPROVEMENTS TO THE ROAM ALGORITHM SEAMUS’S CHANGES ROAM 2 0 STEP 1: IMPLEMENTING THE BASICS STEP 2:ADDING FRUSTUM CULLING STEP 3:ADDING THE BACKBONE DATA STRUCTURE STEP 4:ADDING A SPLIT/MERGE PRIORITY QUEUE CHAPTER 8 WRAPPING IT UP: SPECIAL EFFECTS AND MORE IT’S ALL IN THE WATER LETTING THE WATER FLOW, PART 1 LETTING THE WATER FLOW, PART 2 PRIMITIVE-BASED ENVIRONMENTS 101 THINKING OUTSIDE OF THE SKY-BOX LIVING UNDER THE SKY-DOME CAMERA-TERRAIN COLLISION DETECTION AND SIMPLE RESPONSE LOST IN THE FOG DISTANCE-BASED FOG VERTEX-BASED FOG PARTICLE ENGINES AND THEIR OUTDOOR APPLICATIONS PARTICLE ENGINES:THE BASICS TAKING PARTICLES TO A NEW DIMENSION ADDING DATA INTERPOLATION APPLYING A PARTICLE ENGINE TO AN OUTDOOR SCENE EPILOGUE

ISBN978-93-7758-100-8
Copyright Year2027
Pages212
Price$259.99
LanguageEnglish
FormatPDF