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Game Physics 2nd Edition
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Top Customer Reviews
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.
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.
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.
Most Recent Customer Reviews
Excellent book, that is of great utility for the student or the professional (or both).Published 22 days ago by Mike Riches
Consider yourself very lucky to have access to this book if you are interested in game physics. Its a very rare technical book and it could easily serve as a text book for... Read morePublished 7 months ago by Amazon Customer
As many others reviewers have noted, this book requires a high level of mathematical maturity. I would recommend at LEAST 3 semesters of calculus and a solid understanding of... Read morePublished 21 months ago by Eli
On the positive side, this book does not shy from the math behind rigid body physics -- and more, such as fluid dynamics. Read morePublished 23 months ago by Luke
You should be up on your calculus for this book as other reviewers indicated but there are sections which present linear algebra adequately and approximate solution methods to... Read morePublished 24 months ago by Paul A. Bonyak
I have mixed feelings about this book. One one hand, it has everything you need to know about physics. That's a good thing. Read morePublished on October 20, 2013 by Lou
The book contains so much information. As an engineer, I was surprised to see how much "real" physics there was in the book. Read morePublished on September 6, 2013 by Amazon Customer
The kindle version of this book is missing the cover page and the table of contents. TOC is kind of handy when reading a book.Published on August 9, 2013 by wm