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Game Physics Pearls Hardcover – July 23, 2010
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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.
Top Customer Reviews
Some of the chapter content includes: basic mathematics, game physics pitfalls, broad phase, narrow phase, GJK, SPH, parallel particle simulation, ropes, soft bodies, and verlet integration. Even after reading several game physics books, there was still a decent amount of information I had not seen before. I especially appreciated the chapter on verlet integration (and the subsequent chapter on cloth physics that builds upon it). So many of the books I’ve seen seem to focus on Euler integration techniques and it’s rare to see much talk of verlet integration (or position based dynamics for that matter). This is the direction I am going with my physics engine, so it was nice to see some coverage.
Overall I was impressed with the quality of the book. Sometimes with these “gem” style books, it can be a hit or miss if the chapter is relevant to your needs. I did not think that was the case here. Nearly all the chapters had some pertinent information, and (while maybe not directly relevant to my current project) were at least interesting to read. I did not feel bogged down with math, most of the explanations made sense and there wasn’t too much needless minutia.
I would definitely recommend this title to anyone interested in video game physics.Read more ›
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.
study game programing a lot, I think.
However, it is a little bit difficult for me now,
but I will try to study contents of this book and
want to brush up my skill for programing.