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 | GAME PHYSICS
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To order this title, and for more information, click here
Second Edition
By
David Eberly, 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, Netlmmerse. His background includes a BA in Mathematics from Bloomsburg U, MS and PhD degrees in Mathematics
from the U of Colorado at Boulder, and MS and PhD degrees in computer science from the U of North Carolina at Chapel Hill.
Description
"Game Physics, 2nd Edition" provides clear descriptions of the mathematics and algorithms needed to create a powerful physics engine -
while providing a solid reference for all of the math you will encounter anywhere in game development: quaternions, linear algebra, and
calculus. 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 and physics. Previously, the relevant information could only be gleaned through obscure research
papers. Thanks to "Game Physics", all this information is now available in a single, easily accessible volume.
The new 2nd edition
is the much-anticipated update that incorporates new info on how to implement a classic rigid-body physics engine, as well as new coverage
of ragdoll physics, PLUS a new chapter on Physics Luminaries and their contributions (Ronald Fedkiw, Jos Stam, and James O'Brien).
The CD will contain Wild Magic 5, a large software package for graphics, physics, and related topics. Also, Eberly's associated web
site will support the book and CD: www.geometrictools.com.
Audience
Professionals or students working in game development, simulation, scientific visualization, or virtual worlds.
Game Physics Developers,
Games Physics Engine Programmers, Game Programmers, Technical Directors.
Level: Intermediate to Advanced
Contents
Game Physics
1st edition
1 A Brief History of the World: A Summary of the Topics
2 Basic Concepts
3 Rigid Body Motion
4 Deformable
Bodies
5 Physics Engines
6 Physics and Shader Programs
7 Linear Complementarity and Mathematical Programming
8 Differential Equations
9 Numerical Methods
10 Quaternions
Appendices
A Linear Algebra
B Affine Algebra
C Calculus
D Ordinary Difference Equations
A
Summary of the Changes for the 2nd Edition:
Naturally, Chapter 1 (Introduction) will be rewritten based on the contents for the second
edition.
The chapter on Physics Engines needs a significant rewrite. The goal will be to describe how to implement a classic rigid-body
physics engine. And there will be source code to go with it, illustrating a generic collision detection system to go with the collision
response people seem to associate with a physics engine. I will also include a new section on ragdoll physics, and there will be source
code to go with this.
I plan on inserting a new chapter (chapter 6 below) that will contain descriptions of various papers of interest
in game physics. In particular, I will review publications by Ronald Fedkiw, Jos Stam, and James O'Brien, choosing a few of each to describe
and to implement in source code and include on the CDROM for the book. This new material fills the void in the 1st edition - not much
discussion of applications of particle systems, fluids, or gases. The chapter on shader programs (old Chapter 6) will be discarded in
its entirety.
Chapters 7 through 10 and Appendices A through D form the mathematical heart of the book. The appendices are effectively
background material that a reader will be exposed to at a university. The chapters 7 through 10 are more advanced topics. I believe it
is reasonable to break the book into two parts:
Part I -The Physics
1 Introduction
2 Basic Concepts
3 Rigid Bodies
4 Deformable
Bodies
5 Physics Engines [rigid body concepts]
6 Particles, Fluids, and Gases [deformable body concepts]
Part II -The Mathematics
7 Linear Algebra
8 Affine Algebra
9 Calculus
10 Quaternions
11 Differential Equations
12 Difference Equations
13 Numerical Methods
14 Linear Complementarity and Mathematical Programming
The idea is that Part I is readable immediately by anyone having a reasonable
mathematics background. Portions of Part II can be read, as needed.
The chapter on Linear Complementarity will be rewritten to omit
the Lemke algorithm, replacing it by a discussion of iterative methods to solve LCP.
The 2nd edition will contain a lot more source
code. And, as mentioned previously, we should include CD-ROM icons in the margins to let readers know that there is source code to illustrate
the concepts.
| Bibliographic details |
Hardbound, 992 pages, publication date: APR-2010
ISBN-13: 978-0-12-374903-1
Imprint: MORGAN KAUFFMAN
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| Price and Ordering |
Price:
EUR 61.95 GBP 52.99 USD 84.95
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Last update: 12 Nov 2009
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