Game Physics 2nd Edition
| David H. Eberly (Author) Find all the books, read about the author, and more. See search results for this author |
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Create physically realistic 3D Graphics environments with this introduction to the ideas and techniques behind the process. Author David H. Eberly 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. The 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. This book even describes when real physics isn't necessary - and hacked physics will do.
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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
Product details
- Publisher : CRC Press; 2nd edition (April 5, 2010)
- Language : English
- Hardcover : 902 pages
- ISBN-10 : 0123749034
- ISBN-13 : 978-0123749031
- Item Weight : 4.02 pounds
- Dimensions : 7.75 x 1.75 x 9.75 inches
- Best Sellers Rank: #321,474 in Books (See Top 100 in Books)
- #158 in Digital Art
- #160 in Game Programming
- #193 in Computer Graphics
- Customer Reviews:
About the author

I maintain the Geometric Tools website (https://www.geometrictools.com) providing freely downloadable source code, much of it motivated by my time spent in the 3D video game industry working on game engines and games. Some source code is based on algorithms I have worked on for contracting, and other portions are based on requests from users themselves. I consider my active field to be Computational Mathematics, because I like mathematics and I like computing. The algorithms and ideas are not new, but I have focused on robustness for computing mathematics when using floating-point arithmetic.
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The main drawback with this book is that it doesn't really give you a holistic physics engine. While it covers various topics involved in a physics engine, it never really puts them together into a complete engine. You'll learn to solve some interesting toy problems, but the trade-offs and implementation details that go into a complete game physics engine lack much discussion.
This book has some value as a math reference to game physics programmers, but I think you could look elsewhere if you're trying to learn how to build an engine.
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.







