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Game Physics Hardcover – Apr 5 2010

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Product Details

  • Hardcover: 944 pages
  • Publisher: CRC Press; 2 edition (April 5 2010)
  • Language: English
  • ISBN-10: 0123749034
  • ISBN-13: 978-0123749031
  • Product Dimensions: 19.5 x 4.1 x 24.1 cm
  • Shipping Weight: 1.8 Kg
  • Average Customer Review: Be the first to review this item
  • Amazon Bestsellers Rank: #350,102 in Books (See Top 100 in Books)
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Product Description


"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

About the Author

Dave Eberly is the president of Geometric Tools, Inc. (, 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

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Most Helpful Customer Reviews on (beta) 4.3 out of 5 stars 23 reviews
9 of 10 people found the following review helpful
5.0 out of 5 stars A classic - advanced - book on game physics Nov. 1 2010
By D. Coral - Published on
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.
7 of 8 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
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.
3 of 3 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
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.
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
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
5.0 out of 5 stars For Math Majors April 19 2011
By GX - Published on
Format: Hardcover Vine Customer Review of Free Product
This book is extremely focused on a nitty gritty of putting applied physics via mathematical formula's into programmatic pseudo-code. This book is comprehensive but aimed at a very small audience. I would say that most likely this surpasses what most undergraduate classes would focus on. Given the high price I would suggest readers carefully review the some sample chapters to gauge if they might be getting their feet in too far. Even for rockstar programmers the huge dependency on high level math may make the book a little less accessible and practical than anticipated.