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Game Physics Pearls [Hardcover]

Gino van den Bergen , Dirk Gregorius
4.5 out of 5 stars  See all reviews (4 customer reviews)

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Book Description

July 23, 2010

Implementing physical simulations for real-time games is a complex task that requires a solid understanding of a wide range of concepts from the fields of mathematics, physics, and software engineering. This book is a gems-like collection of practical articles in the area of game physics. Each provides hands-on detail that can be used in practical applications.

The chapters cover topics such as collision detection, particle-based simulations, constraint solving, and soft-body simulation. An introductory section provides the mathematical foundations and offers some background for the problems inherent in successful physics simulation. The contributors write based on their experience in developing tools and runtime libraries either in game companies or middleware houses that produce physics software for games on PCs and consoles.


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Editorial Reviews

Review

A fine, technical guide for any computer programmer or gamer interested in knowing more about the physics behind sports and games.
The Midwest Book Review, February 2012

About the Author

Gino van den Bergen is an experienced 3D graphics and geometry developer working at DTECTA, which offers middleware for collision detection and custom 3D software development. He has over 15 years of experience programming 3D applications in C++ and 5 years of programming experience in the game industry. He earned a Ph.D. in computing science from Eindhoven University of Technology.

Dirk Gregorius is a contractor for game studios, middleware vendors, and publishers. He has extensive experience in the computer game industry, having worked at Havok and Factor 5, where he was responsible for cloth and rigid body physics.


Product Details

  • Hardcover: 352 pages
  • Publisher: A K Peters/CRC Press (July 23, 2010)
  • Language: English
  • ISBN-10: 1568814747
  • ISBN-13: 978-1568814742
  • Product Dimensions: 6 x 0.9 x 9 inches
  • Shipping Weight: 1.4 pounds (View shipping rates and policies)
  • Average Customer Review: 4.5 out of 5 stars  See all reviews (4 customer reviews)
  • Amazon Best Sellers Rank: #913,800 in Books (See Top 100 in Books)

Customer Reviews

4.5 out of 5 stars
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Most Helpful Customer Reviews
9 of 9 people found the following review helpful
Format:Hardcover
"Game Physics Pearls" appears to be the first book that was written by people who have actually implemented a working physics engine, and the level of quality is much higher than all of the previous books I have read on the topic. As a senior software engineer in the games industry, I found that this book finally delivers extremely useful information about how a real-world physics engine would be designed, and the experience of the authors was very evident in their attention to practical details.
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7 of 7 people found the following review helpful
5.0 out of 5 stars a must have September 14, 2010
Format:Hardcover
This is the best book on game physics I have come across. As the book has been written by professionals working on game physics, the described solutions have been applied in real games and so guaranteed to work. Everybody taking physics development seriously should own a copy of this book.
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2 of 3 people found the following review helpful
Format:Hardcover
I too have found this book to be a welcome addition to the game physics programming literature. The opening chapter was a very reassuring review of the pitfalls awaiting anyone who writes a serious collision and dynamics engine - it's obviously written by someone who's been in the trenches (or knows well someone who has). And there are plenty of other very interesting chapters, with many useful details.

However, don't think that just by buying this book, for all that it is interesting, you'll get all you need to write a serious game physics engine. You've got much, much more to learn from other sources before much of what is presented here will make sense. And the chapter subjects don't even cover all the topics you'll need.

Furthermore, in common with a high percentage of other computer graphics books and conference papers, this book is not free of typographical errors. The chapter on quaternion joints for instance, has a lovely selection of typographical errors and physics errors, which will not be at all helpful to quaternion beginners, and the graphs are largely duplicates with modified labelling. And this is written by someone widely regarded as a world expert in the application of quaternions in computer simulation of dynamics systems (beware his PhD - it too is strewn with typos). Proof-reading, anyone?

Furthermore, despite joining the forum and asking for errata, updated diagrams, and the publisher-promised source code and demos, after almost a year and a half there is no sign of them. A very poor show on the part of the publishers and the authors, who just ignore requests for same on the forum. (The forum moderators are also allowing the forum to be filled up with spam).

So, nice overview, some nice details, but like everything else in computer graphics, it's more inclined to attempt to impress and intimidate than educate and elucidate. Buy this, but be prepared for much, much background reading.
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