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Pages clean and intact. Possible light highlighting or marginalia in places. Cover may show wear or creasing. Binding tight and pages legible. Pages clean and intact. Possible light highlighting or marginalia in places. Cover may show wear or creasing. Binding tight and pages legible. See less
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  • Game Physics

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Game Physics

4.3 out of 5 stars (36)

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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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Editorial Reviews

Review

"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

"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 "Dave has yet again produced a must-have book for game technology programmers everywhere." -Christer Ericson, Technology Lead, Sony Computer Entertainment "Game Physics is a comprehensive reference of physical simulation techniques relevant to games and also contains a clear presentation of the mathematical background concepts fundamental to most types of game programming. I wish I had this book years ago." -Naty Hoffman, Senior Software Engineer, Naughty Dog, Inc. "Eppur si muove . . . and yet it moves. From Galileo to game development, this book will surely become a standard reference for modeling movement." -Ian Ashdown, President, byHeart Consultants Limited "This book, especially when coupled with Dave's 3D Game Engine Design, provides the most complete resource of the mathematics relevant to modern 3D games that I can imagine." -Peter Lipson, Senior Programmer, Toys For Bob "This comprehensive introduction to the field of game physics will be invaluable to anyone interested in the increasingly more important aspect of video game production, namely, striving to achieve realism. Drawing from areas such as robotics, dynamic simulation, mathematical modeling, and control theory, this book succeeds in presenting the material in a concise and cohesive way. As a matter of fact, it can be recommended not only to video game professionals but also to students and practitioners of the above-mentioned disciplines." -Pål-Kristian Engstad, Senior Software Engineer, Naughty Dog, Inc. "Increases in processor power now make it feasible to run complex physical simulations in real time, which greatly increases their practical importance. Thus there is an increasing need for books like David Eberly's Game Physics that can give graphics programmers a grounding in the physical principles that underlie realistic computer animation." - W.Lewis Johnson --Physics Today

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
  • Publication date ‏ : ‎ April 5, 2010
  • Edition ‏ : ‎ 2nd
  • Language ‏ : ‎ English
  • Print length ‏ : ‎ 902 pages
  • ISBN-10 ‏ : ‎ 0123749034
  • ISBN-13 ‏ : ‎ 978-0123749031
  • Item Weight ‏ : ‎ 3 pounds
  • Dimensions ‏ : ‎ 7.75 x 1.75 x 9.75 inches
  • Best Sellers Rank: #1,897,467 in Books (See Top 100 in Books)
  • Customer Reviews:
    4.3 out of 5 stars (36)

About the author

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David H. Eberly
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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.