Game Physics (Interactive 3d Technology Series) by David H. Eberly - Presentation Transcript
Game Physics (Interactive 3d
Technology Series) by David H.
Eberly
Good Stuff
Game Physics is an introduction to the ideas and techniques needed to
create physically realistic 3D graphic environments. As a companion
volume to Dave Eberlys industry standard 3D Game Engine Design, Game
Physics shares a similar practical approach and format. Dave 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. This 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. Dave
even describes when real physics isnt necessary-and hacked physics will
do.
*CD-ROM with extensive C++ source code that supports physical
simulation. Operating Systems and compilers that are supported: Windows
2000/XP (Visual C++ versions 6, 7.0, and 7.1), Linux (g++ 3.x), Macintosh
OS 10.3 (Xcode, CodeWarrior 9), SGI IRIX (Mips Pro 7.x), HP-UX (aCC),
and Sun Solaris (g++ 3.x). The source is compatible with many game
engines-including the Wild Magic engine, for which the complete source
code is included.
*Contains sample applications for shader programs (OpenGL and DirectX),
including deformation by vertex displacement, skin and bones for smooth
object animation, rippling ocean waves with realistic lighting, refraction
effects, Fresnel reflectance, and iridescence.
*Covers special topics not found elsewhere, such as linear
complementarity problems and Lagrangian dynamics.
*Includes exercises for instructional use and a review of essential
mathematics.
Personal Review: Game Physics (Interactive 3d Technology
Series) by David H. Eberly
I always love it when scientists and engineers, and mathematicians come
along and review a game programming book. They go "oh! This is just ALL
WRONG!!! AHHH!!!"
Please keep in mind this book is for physics simulations for video games.
We can't yet simulate the universe on an atomic scale in a PC game and
expect a frame rate of more than 1 frame per millenium at this point in
time.
I own all all of Dr. Eberly's books and I find them all my most useful books.
The only other graphics book I use alot is my Graphics programming by
James Foley. The nice thing about Dr. Eberly's book is that the code for
most of this is on his website, so if you get stuck on how to implement
something looking at the source code can help you further understand the
maths and equations. I recommend to buy this if you are willing to put in
the effort to understand the maths, but if you have a phd already you might
not need it than.
For More 5 Star Customer Reviews and Lowest Price:
Game Physics (Interactive 3d Technology Series) by David H. Eberly 5 Star Customer
Reviews and Lowest Price!
I always love it when scientists and engineers, and more
I always love it when scientists and engineers, and mathematicians come along and review a game programming book. They go "oh! This is just ALL WRONG!!! AHHH!!!"
Please keep in mind this book is for physics simulations for video games. We can't yet simulate the universe on an atomic scale in a PC game and expect a frame rate of more than 1 frame per millenium at this point in time.
I own all all of Dr. Eberly's books and I find them all my most useful books. The only other graphics book I use alot is my Graphics programming by James Foley. The nice thing about Dr. Eberly's book is that the code for most of this is on his website, so if you get stuck on how to implement something looking at the source code can help you further understand the maths and equations. I recommend to buy this if you are willing to put in the effort to understand the maths, but if you have a phd already you might not need it than. less
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