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GAME PHYSICS
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To order this title, and for more information, click here
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.
Reviews
"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
"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. 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 is an excellent companion volume to Dave's earlier 3D Game Engine Design. It shares
the approach and strengths of his previous book. He doesn't try to pare down to the minimum necessary information that would allow you
to build something with no more than basic functionality. Instead, he gives you all you need to begin working on a professional-caliber
system. He puts the concepts firmly in context with current, ongoing research, so you have plenty of guidance on where to go if you are
inclined to add even more features on your own. This is not a cookbook?it's a concise presentation of all the basic concepts needed to
understand and use physics in a modern game engine. It gives you a firm foundation you can use either to build a complete engine of your
own or to understand what's going on inside the new powerful middleware physics engines available today. 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. Along with clear descriptions of the mathematics and algorithms needed to create a powerful physics engine are sections
covering pretty much all of the math you will encounter anywhere in the game?quaternions, linear algebra, and calculus." ?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." ?P?l-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
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