Reddit reviews Texturing and Modeling, Third Edition: A Procedural Approach (The Morgan Kaufmann Series in Computer Graphics)
We found 8 Reddit comments about Texturing and Modeling, Third Edition: A Procedural Approach (The Morgan Kaufmann Series in Computer Graphics). Here are the top ones, ranked by their Reddit score.
Used Book in Good Condition
One of the books I own is Texturing and Modeling: A Procedural Approach.
There's also this PDF online about L-Systems: Algorithmic Botany.
Hope those are useful links.
Hey RJAG. We don't always see eye to eye but you seem to be one of the more level headed guys around here! I almost always appreciate your posts -- they usually have an interesting perspective to them -- even if they aren't well received. I probably should pay more attention to them! But enough of how reddit tends to shoot the messenger and ignore the message.
You're right -- a lot of material is total crap. Out-of-date, not explained well, piss-poor naming, poor architecture, etc.
Warning:
I first started doing professional game dev back in 1995, so I am extremely biased. I've seen the fad of programming languages, toolkits, libraries, etc., come and go. I think Boost's 1,109 lines for a simple CRC is over-engineered C++ crap compared to the ~30 lines of C/C++ you actually need to solve the real problem.
With the
#include <disclaimer.h>
out of the way ... ;-)The best authors I have found are (aside from Jason obviously):
The first few guys are all old-skool hard-core developers. The younger crowd doesn't like them since newer game devs usually spend more time arguing over pointless subjects such as the "proper" C++ pointer to use. Good game developers are more interesting in practical and pragmatic engineering tradeoffs then worrying about theoretical "perfection."
Speaking of Design Patterns, Christer Ericson recently said:
> Design Patterns are spoonfed material for brainless programmers incapable of independent thought, who will be resolved to produced code as mediocre as the design patterns they use to create it."
And to some degree I would agree with that.
i.e. You'll notice this sub likes to waste time arguing over "proper architecture" such as Entity Component System
My view is: IF your data, code, and model match this problem, then go ahead and use them. However keep in mind that rarely does the real-world exactly match some theoretical problem set. At the end of the day all you care about is shipping -- not being some academic writing theoretical "perfect" architecture -- whatever that is supposed to mean.
Hope this helps!
http://www.amazon.com/Texturing-Modeling-Third-Edition-Procedural/dp/1558608486 Is the go to resource?
I must admit i have yet to read it, but I have seen it referenced enough that it has made its way to my book shelf.
This book is terrific and will help you along the way:
Texturing and Modeling, Third Edition: A Procedural Approach
http://www.amazon.com/Texturing-Modeling-Third-Procedural-Approach/dp/1558608486/ref=sr_1_1?ie=UTF8&s=books&qid=1289575146&sr=8-1-spell
My first though was to take a look at the Virtual Terrain Project (http://vterrain.org/). I'm not sure if it's up to date, but it does have a *lot* of information on that subject.
As for books, I recall that "Texturing and Modeling: a procedural approach" (https://www.amazon.com/Texturing-Modeling-Third-Procedural-Approach/dp/1558608486) has a chapter or two dedicated to vegetation
The book that the guy behind voxelfarm reccomended was Texturing & Modeling, A Procedural Approach.
The book Texturing & Modeling: A Procedural Approach is an exceptional introduction to the subject, starting from the basic theory. While this book is worth its price, you might, um, be able to find a copy floating around the internet.... maybe.
Also, this dude is doing a good job sharing the techniques behind his procedural world.
Check out Textures and Modelling: A Procedural Approach. This is a great book (although it does have a lot of old-fashioned ideas), but it explains fractals and infinite fractal terrains very well.