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Game Physics [Hardcover]

David H. Eberly

Price: CDN$ 94.47 & FREE Shipping. Details
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Book Description

April 5 2010 0123749034 978-0123749031 2

Create physically realistic 3D Graphics environments with this introduction to the ideas and techniques behind the process. Author David H. Eberly includes simulations to introduce the key problems involved and then gradually reveals the mathematical and physical concepts needed to solve them. He then describes all the algorithmic foundations and uses code examples and working source code to show how they are implemented, culminating in a large collection of physical simulations. The book tackles the complex, challenging issues that other books avoid, including Lagrangian dynamics, rigid body dynamics, impulse methods, resting contact, linear complementarity problems, deformable bodies, mass-spring systems, friction, numerical solution of differential equations, numerical stability and its relationship to physical stability, and Verlet integration methods. This book even describes when real physics isn't necessary - and hacked physics will do.

- CD-ROM with extensive C++ source code that supports physical simulation; has many illustrative applications for Windows, Linux, and OS X; and is compatible with many game engines - including the Wild Magic engine, for which the complete source code is included.

- Includes exercises for instructional use and review of essential mathematics.

- Revised and updated to include a new chapter about fluid dynamics based on the Navier-Stokes equations. The CD-ROM contains implementations that run in real time using the graphics hardware. The chapter on physics engines was rewritten to include new sections on the physics tick, on multithreaded and multiprocessor collision culling, and on velocity-based dynamics.


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Review

"I keep at most a dozen reference texts within easy reach of my workstation computer. This book will replace two of them."--Ian Ashdown, President, byHeart Consultants Limited

"Dave has yet again produced a must-have book for game technology programmers everywhere." -Christer Ericson, Technology Lead, Sony Computer Entertainment

"Game Physics is a comprehensive reference of physical simulation techniques relevant to games and also contains a clear presentation of the mathematical background concepts fundamental to most types of game programming. I wish I had this book years ago." -Naty Hoffman, Senior Software Engineer, Naughty Dog, Inc.

"Eppur si muove . . . and yet it moves. From Galileo to game development, this book will surely become a standard reference for modeling movement." -Ian Ashdown, President, byHeart Consultants Limited

"This book, especially when coupled with Dave's 3D Game Engine Design, provides the most complete resource of the mathematics relevant to modern 3D games that I can imagine." -Peter Lipson, Senior Programmer, Toys For Bob

"This comprehensive introduction to the field of game physics will be invaluable to anyone interested in the increasingly more important aspect of video game production, namely, striving to achieve realism. Drawing from areas such as robotics, dynamic simulation, mathematical modeling, and control theory, this book succeeds in presenting the material in a concise and cohesive way. As a matter of fact, it can be recommended not only to video game professionals but also to students and practitioners of the above-mentioned disciplines." -Pål-Kristian Engstad, Senior Software Engineer, Naughty Dog, Inc.

"Increases in processor power now make it feasible to run complex physical simulations in real time, which greatly increases their practical importance. Thus there is an increasing need for books like David Eberly's Game Physics that can give graphics programmers a grounding in the physical principles that underlie realistic computer animation." - W.Lewis Johnson --Physics Today

About the Author

Dave Eberly is the president of Geometric Tools, Inc. (www.geometrictools.com), a company that specializes in software development for computer graphics, image analysis, and numerical methods. Previously, he was the director of engineering at Numerical Design Ltd. (NDL), the company responsible for the real-time 3D game engine, NetImmerse. He also worked for NDL on Gamebryo, which was the next-generation engine after NetImmerse. His background includes a BA degree in mathematics from Bloomsburg University, MS and PhD degrees in mathematics from the University of Colorado at Boulder, and MS and PhD degrees in computer science from the University of North Carolina at ChapelHill. He is the author of 3D Game Engine Design, 2nd Edition (2006), 3D Game Engine Architecture (2005), Game Physics (2004), and coauthor with Philip Schneider of Geometric Tools for Computer Graphics (2003), all published by Morgan Kaufmann. As a mathematician, Dave did research in the mathematics of combustion, signal and image processing, and length-biased distributions in statistics. He was an associate professor at the University of Texas at San Antonio with an adjunct appointment in radiology at the U.T. Health Science Center at San Antonio. In 1991, he gave up his tenured position to re-train in computer science at the University of North Carolina. After graduating in 1994, he remained for one year as a research associate professor in computer science with a joint appointment in the Department of Neurosurgery, working in medical image analysis. His next stop was the SAS Institute, working for a year on SAS/Insight, a statistical graphics package. Finally, deciding that computer graphics and geometry were his real calling, Dave went to work for NDL (which is now Emergent Game Technologies), then to Magic Software, Inc., which later became Geometric Tools, Inc. Dave's participation in the newsgroup comp.graphics.algorit

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Amazon.com: 4.2 out of 5 stars  21 reviews
7 of 7 people found the following review helpful
5.0 out of 5 stars A classic - advanced - book on game physics Nov. 1 2010
By FlyingPolarBear - Published on Amazon.com
Format:Hardcover|Vine Customer Review of Free Product
Warning: this book is NOT for 12 year old "wannabe" game programmers who have no patience for advanced concepts. This book covers advanced math techniques for the professional game programmer with a college math/engineering/science background. There are nice code examples, but the focus is on the explanations of the theory, flowing all the way through to practical application, to give the designer a solid foundation. The organization, formatting, and notations in the book are beautiful. I have a better understanding of some fascinating game physics concepts now. Even though this is book goes deep on the math and physics, it doesn't mean you have to understand all of it to incrementally gain useful knowledge; the book is organized so that jumping around to different sections is easy to use like a reference book.
6 of 7 people found the following review helpful
4.0 out of 5 stars An advanced course Oct. 22 2010
By Trevor Burnham - Published on Amazon.com
Format:Hardcover|Vine Customer Review of Free Product
This is a dense textbook that requires fluency in multivariate calculus and linear algebra. I was disappointed that it was so mathematically oriented and not more programming-oriented. Granted, there is a CD-ROM full of C++ source code included, but if you want a text that rewards you frequently with working examples to illustrate the concepts, this isn't the one for you.
3 of 3 people found the following review helpful
4.0 out of 5 stars Whoa, this book means it when it says "physics" Dec 27 2012
By Natasha Stryker - Published on Amazon.com
Format:Hardcover|Vine Customer Review of Free Product
I am a self-taught casual programmer who thought I'd pick this up to learn something new. I got a few pages into it and handed it to my hubby who has a BS in Computer Science and 12 years experience under his belt because it was WAY over my head. I had always enjoyed math and was a very good student, but you need a significant foundation in the subject of this book to really appreciate it and learn from it. I felt like I had just graduated high school and was trying to go strait into grad school without the very necessary 4 years in between. So just be warned about that. My hubby liked the book quite a bit and said he'd give it 4 stars, hence my rating. So if you are well versed in the language this book speaks, my source tells me you will get a lot out of it since it gets down to business and is in no way one of those "Game Programming for Dummies" types of books.
5 of 6 people found the following review helpful
5.0 out of 5 stars For people serious in game engine programming Oct. 21 2010
By Sukru Tikves - Published on Amazon.com
Format:Hardcover|Vine Customer Review of Free Product
I will not hide my enthusiasm about this book. I have a general dislike for "watered down" books which tried to "teach you in 24 hours". Unlike those, Game Physics really educates you on the subject by both going in broad topics, and going seriously deep in each one.

The author achieves this coverage by including college level discussion on physics, calculus, linear algebra, and differential equations, while of course assuming proficiency at C++ programming. He does not pull his punches when talking about complexity of graph algorithms, nor while describing how to offload tasks to separate CPU threads. And as a final treat (or maybe a cheat) provides a significant amount of source code in the included CD-ROM.

I'd recommend the book to anyone serious in game programming - or actually anyone serious in programming or engineering in general as a side reading, to gain extra insight.
2 of 2 people found the following review helpful
5.0 out of 5 stars Excelent reference material for game physics Jan. 25 2012
By Timothy Lovett - Published on Amazon.com
Format:Hardcover|Vine Customer Review of Free Product
Honestly I'm not entirely too sure why so many people are complaining about the mathematical explanations of the book... Physics is inherently mathematical; he could have hidden some aspects of it from the reader but that would be contrary to his intentions of teaching the reader the fundamentals of game programming. If you want to just interact with a physics engine there are plenty of libraries which can handle that for you without having to get into the details of the implementations. That said a lot of the viewers have a less than technical background in terms of game development so it's understandable how this problem could have surfaced.

Either way the book is solid (as have most of Eberly's works on game development) and it's definitely worth a look over if you don't already have it. Prior to digging into the book I experimented with bullet physics a bit but aside from consuming / interacting with the apis I rarely really looked under the hood. I feel like as a result of the book I have a more broad understanding of both that library and of game physics in general.

It is a somewhat difficult read even as a game developer hobbyist but that's why video game companies hire people specifically for certain roles -- it's a difficult subject to learn and even more of a struggle to master.

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