- Hardcover: 944 pages
- Publisher: CRC Press; 2 edition (April 5, 2010)
- Language: English
- ISBN-10: 0123749034
- ISBN-13: 978-0123749031
- Product Dimensions: 7.8 x 1.8 x 9.8 inches
- Shipping Weight: 4 pounds (View shipping rates and policies)
- Average Customer Review: 30 customer reviews
- Amazon Best Sellers Rank: #1,210,229 in Books (See Top 100 in Books)
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Game Physics 2nd Edition
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"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
Top customer reviews
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I would suggest only one change to it: there's a chapter on shaders which is pretty much useless - it's very superficial as it doesn't teach shader writing, and doesn't teach hwo to use shaders for physics - I'd suggest that it be changed to include GPGPU methods for physics instead.
Other than that, the book is great, and the only one I've seen that actually covers heavy-duty, real-world simulation and not just silly approximations for special cases.
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.