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Focus
On 3D Terrain Programming
Author:
Trent Polack
Publisher: Premier Press
ISBN: 1-59200-028-2
Purchasing: [Amazon.Com]
- RRP US$20.99
Reviewed: 9th February 2004
Front
Cover Shot:

Overview
The
focus-on books are an interesting new series from
Premier Press; until the release of this series
the vast majority of technical books are expensive
and cumbersome (1000+ pages is not uncommon). This
series covers many of the same topics - but
clearly sets the sights slightly lower as the book
is only 218 pages long: no where near enough to do
the '3D Terrain Programming' field justice.
The
book is a fairly applied and usable overview of
terrain programming, it's not too heavy on the
mathematics/theory and is quite obviously intended
for the reader who is new to the area and not too
sure where to start.
Terraforming
This
book is quite clearly aimed at covering the major
components to a usable level, but not much more
than that. Almost all the expected algorithms are
included, and having read through them they are in
detail enough to be usable (and if you don't
understand the text, a sample program exists on
the CD).
It
is noticeable from the start of this book that the
author chooses to focus much more on the geometric
side of terrain rendering. 92 of the 218 pages are
dedicated to the various 'CLOD' (Continuous Level
Of Detail) algorithms. Even the basic
rendering/culling techniques are only briefly
covered with regards to geometry processing.
Many
people will be familiar with, or at least heard
of, the 'Quadtree' algorithm - a very common
algorithm in terrain processing. However, whilst
strictly accurate, this book focuses on them in
terms of CLOD - actually altering/generating the
rendered geometry. Many people will be more
familiar (as I am) with them being used to heavily
optimize the terrain culling process.
Whilst
the book tends to focus a bit too heavily on the
geometric side (as opposed to the lighting /
texturing) of terrain processing the author does a
good job of referring to extended
sources/references for those who want to know
more. Many of the whitepapers/documents are
provided for free on the included CD, making them
even more convenient.
Get
to the point!
Given
the 'Focus On' nature of this book, it is
refreshing that the author gets to the point from
the first page. The majority of game development
books (and many of the larger Premier Press book
are guilty of this) feel it necessary to provide a
100-200 page introduction to DirectX/Win32/OpenGL
programming before they get onto the meat of their
subject. For a bigger 1000+ page book this isn't
necessarily a bad thing. But this isn't a big book
- and I give credit to the author by not filling
pages with a trivial introduction to a particular
API.
The
writing style is clear and concise - there isn't
too much extra waffle/discussion, which allows you
to read this book cover-to-cover in an afternoon.
The text is friendly and easy to read, which makes
it a pleasure to actually sit down with this book
for a few hours one afternoon and finish it
knowing that you've covered the major aspects of a
whole field of computer graphics.
Presentation
The
presentation of Premier Press game development
books has always been particularly good; I have
reviewed quite a few books from the series and
routinely been impressed by the page/text layout.
This
book, as with many of the 'Focus On' books does
not have any lengthy code listings - something
I've never been too sure whether I like in books
(listing important lines is fine, but an entire
listing? why?!). Instead, you get 200 pages of
clean and easy to read text with supporting
diagrams and images, with the occasional code
listing for the more important parts of
algorithms. If you want the code, get the CD out
of the back-cover: simple; by having no listings
you get more explanation and lose very little in
terms of usability.
The
one criticism of this book is the lack of colour
plates, even though it is very typical of Premier
Press books. Many of the screenshots of terrain in
this book are very dark - a black background with
a fairly dark terrain covering 1/2 the image; it
really doesn't do it justice. Especially when it
comes to the sections on lighting and texturing -
you're far better off sitting at the computer and
running the samples off the CD to see what the
authors talking about: the pictures in the book
aren't going to help you greatly.
In
Conclusion
There
is no doubt that this is an excellent overview of
the topic; Trent Polack knows what he's talking
about - and has a suitable writing style such that
he can communicate it with the reader in the
limited space offered by this format. This cannot
go unappreciated.
However,
this will strictly serve as an introduction and
maybe an occasional reference. You will get your
first terrain engine running using this book - but
if you want to challenge the best out there, or
just want to extend it, then another (bigger) book
will be required. The geometry algorithms are
crucial for terrain programming, but you really
need a decent texturing and lighting solution to
make a user go "wow" with a terrain
engine; unfortunately you wont get either of these
from this book.
| Good
Things |
Bad
Things |
| •
Always understandable, fast but reasonable
pace. |
•
Screenshot presentation a bit poor for the
lack of colour |
| •
Great overview of the major functions of a
terrain engine |
•
Only an overview, for a proper coverage, a
bigger book for 50% extra cost may be
better |
| •
Gets to the point, and stays on-topic.
Very little space wasted. |
•
Misses out huge areas (lighting and
texturing), and focuses almost entirely on
CLOD algorithms |
| •
Good selection of references for those who
want to get into more detail on the
algorithms featured |
•
Discussion of quadtrees, whilst valid,
might confuse some people due to it being
different to what many people might think
they are. |
| •
No page-space wasted by unnecessarily
lengthy code listings |
|
| •
Good CD included with the book, full of
supporting material |
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