Game Physics

Game Physics on ScienceDirect(Opens new window)
Hardbound, 944 Pages
Published: APR-2010
ISBN 13: 978-0-12-374903-1
Imprint: MORGAN KAUFMANN


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
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.



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


 
Last update: 6 Nov 2011