Create and edit virtual environments with Grome Terrain Modeling using Packt's new book and ebook

February 2013 | Beginner's Guides, Open Source

Packt is pleased to announce the release of Grome Terrain Modeling with Ogre3D, UDK, and Unity3D, which introduces developers to a new GROME project to enhance their existing knowledge of terrain modelling. This book teaches how to create, edit, and export terrains to Unity3D, UDK, and Ogre3D.to start a new GROME project.

About the author: Richard Hawley-Richard is the director of Tricubic Studios, a small UK company dedicated to creating simulation and training environments. He had worked on three game projects for Assassin Software and popular flight simulations including Empire Interactive’s Enemy Engaged and Origin Jane’s Longbow series.

Grome Terrain Modeling with Ogre3D, UDK, and Unity3D guides readers in creating new Grome terrain projects, splitting terrain into multiple zones, adding textures and ground features, and exporting their creations into a game engine. Users can learn the caveats and tricks of terrain scale in game engines and create 3D meshes of heightmaps using procedural functions. They will be able to use masks and layers to combine effects and paint textures and map them using simple rules.

Through this book readers will be guided through the Grome toolset to create potentially massive procedurally generated fractal landscapes, adding multiple texture layers for different seasonal effects, and adding materials for performance enhancing lighting effects. Readers will learn to export heightmaps and splat terrain for Unity3D and Grome scenes for the Ogre3D Graphite engine.

The chapters covered in this book are:

Chapter 1: Installing GNOME 3 and SDK

Chapter 2: Preparing Our Weapons

Chapter 3: Programming Languages

Chapter 4: Using GNOME Core Libraries

Chapter 5: Building Graphical User Interface Applications

Chapter 6: Creating Widgets

Chapter 7: Having Fun with Multimedia

Chapter 8: Playing with Data

Chapter 9: Deploying HTML5 Applications with GNOME

Chapter 10: Desktop Integration

Chapter 11: Making Our Applications Go International

Chapter 12: Quality Made Easy

Chapter 13: Exciting Projects

Filled with examples enabling users to model various terrains for MMO and simulations this book is an excellent guide for developers and artists alike. For more information please visit the book page at: Grome Terrain Modeling with Ogre3D, UDK, and Unity3D


Grome Terrain Modeling with Ogre3D, UDK, and Unity3D
Learn the caveats and tricks of terrain scale in game engines

For more information, please visit: http://www.packtpub.com/grome-terrain-modeling-with-ogre3d-udk-unity3d/book

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