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Game Physics Hardcover – April 5, 2010

ISBN-13: 978-0123749031 ISBN-10: 0123749034 Edition: 2nd

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Game Physics + Game Physics Engine Development: How to Build a Robust Commercial-Grade Physics Engine for your Game + Real-Time Collision Detection (The Morgan Kaufmann Series in Interactive 3-D Technology)
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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: 9.5 x 7.7 x 1.6 inches
  • Shipping Weight: 4 pounds (View shipping rates and policies)
  • Average Customer Review: 4.2 out of 5 stars  See all reviews (21 customer reviews)
  • Amazon Best Sellers Rank: #774,738 in Books (See Top 100 in Books)

Editorial Reviews

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

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

More About the Author

You can read the dry details about who I am on the back cover of any of my books. After a 3-year stay at a company in Redmond WA, I am back to running Geometric Tools and writing books. The latest is "GPGPU Programming for Games and Science", scheduled for publication in August 2014. The Wild Magic 5 source code base is about to be retired, and this next book introduces a new code base (DirectX 11.x, currently implementing OpenGL 4.x with compute shaders).

Customer Reviews

4.2 out of 5 stars
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What was (and is) the central chapter of the book is now way too hard to read for a beginner.
Giuseppe Maggiore
This book covers advanced math techniques for the professional game programmer with a college math/engineering/science background.
FlyingPolarBear
For people who are interested in programming computers and designing games, this book is an ideal reference tool.
BeatleBangs1964

Most Helpful Customer Reviews

7 of 7 people found the following review helpful By FlyingPolarBear TOP 500 REVIEWERVINE VOICE on November 1, 2010
Format: Hardcover Vine Customer Review of Free Product ( What's this? )
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.
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6 of 7 people found the following review helpful By Trevor Burnham VINE VOICE on October 22, 2010
Format: Hardcover Vine Customer Review of Free Product ( What's this? )
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.
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3 of 3 people found the following review helpful By Natasha Stryker TOP 500 REVIEWERVINE VOICE on December 27, 2012
Format: Hardcover Vine Customer Review of Free Product ( What's this? )
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.
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5 of 6 people found the following review helpful By Sukru Tikves VINE VOICE on October 21, 2010
Format: Hardcover Vine Customer Review of Free Product ( What's this? )
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.
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2 of 2 people found the following review helpful By Timothy Lovett VINE VOICE on January 25, 2012
Format: Hardcover Vine Customer Review of Free Product ( What's this? )
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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2 of 2 people found the following review helpful By GX VINE VOICE on April 19, 2011
Format: Hardcover Vine Customer Review of Free Product ( What's this? )
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.
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1 of 1 people found the following review helpful By Giuseppe Maggiore on August 29, 2013
Format: Kindle Edition Verified Purchase
This book is a Bible of game physics. It contains everything you may need and often more. It is essentially self contained, that is even quaternions and LCP solvers are discussed at the end.

As a reader, you are accompanied through every step of the process. No magic, no hand-waving, no "it's easy but we don't show it here" trick is ever pulled.

Of course, the book is as hard as the subject. Don't expect to read, expect to study. The weight of this book is approximately equivalent to 8 to 12 university credits. Of course you will not read all of it, but don't expect anything less than 4 credits worth of studying to get something meaningful out of it.

There is only one shortcoming that is only relevant to the second edition: there is now too much material. Collision detection with shapes waters down Chapter 6 way too much. What was (and is) the central chapter of the book is now way too hard to read for a beginner. I would restructure Chapter 6 to contain only one of GJK/SAT and LCP/Impulse, and move the collision shapes and the rest to a separate chapter or even appendix.
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