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
Book Description
Game Physics is an introduction to the ideas and techniques needed to create physically realistic 3D graphic environments. As a companion volume to Dave Eberly's industry standard 3D Game Engine Design, Game Physics shares a similar practical approach and format. Dave 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. This 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. Dave even describes when real physics isn't necessaryâÂÂand hacked physics will do.
Features
*CD-ROM with extensive C++ source code that supports physical simulation; has many illustrative applications for Windows, Linux, and OS X; and is compatible with many game enginesâÂÂincluding the Wild Magic engine, for which the complete source code is included.
*Contains sample applications for shader programs (OpenGL and DirectX), including deformation by vertex displacement, skin and bones for smooth object animation, rippling ocean waves with realistic lighting, refraction effects, Fresnel reflectance, and iridescence.
*Includes exercises for instructional use and a review of essential mathematics.
*CD-ROM with extensive C++ source code that supports physical simulation; has many illustrative applications for Windows, Linux, and OS X; and is compatible with many game enginesâÂÂincluding the Wild Magic engine, for which the complete source code is included.
*Contains sample applications for shader programs (OpenGL and DirectX), including deformation by vertex displacement, skin and bones for smooth object animation, rippling ocean waves with realistic lighting, refraction effects, Fresnel reflectance, and iridescence.
*Covers special topics not found elsewhere, such as linear complementarity problems and Lagrangian dynamics.
*Includes exercises for instructional use and a review of essential mathematics.
Features
*CD-ROM with extensive C++ source code that supports physical simulation; has many illustrative applications for Windows, Linux, and OS X; and is compatible with many game enginesâÂÂincluding the Wild Magic engine, for which the complete source code is included.
*Contains sample applications for shader programs (OpenGL and DirectX), including deformation by vertex displacement, skin and bones for smooth object animation, rippling ocean waves with realistic lighting, refraction effects, Fresnel reflectance, and iridescence.
*Includes exercises for instructional use and a review of essential mathematics.
*CD-ROM with extensive C++ source code that supports physical simulation; has many illustrative applications for Windows, Linux, and OS X; and is compatible with many game enginesâÂÂincluding the Wild Magic engine, for which the complete source code is included.
*Contains sample applications for shader programs (OpenGL and DirectX), including deformation by vertex displacement, skin and bones for smooth object animation, rippling ocean waves with realistic lighting, refraction effects, Fresnel reflectance, and iridescence.
*Covers special topics not found elsewhere, such as linear complementarity problems and Lagrangian dynamics.
*Includes exercises for instructional use and a review of essential mathematics.
Back Cover Copy
Game Physics is an introduction to the ideas and techniques needed to create physically realistic 3D graphic environments. As a companion volume to Dave Eberly's industry standard 3D Game Engine Design, Game Physics shares a similar practical approach and format. Dave 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. This 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. Dave even describes when real physics isn't necessary-and hacked physics will do.
Features
*CD-ROM with extensive C++ source code that supports physical simulation; has many illustrative applications for Windows, Linux, and OS X; and is compatible with many game engines-including the Wild Magic engine, for which the complete source code is included.
*Contains sample applications for shader programs (OpenGL and DirectX), including deformation by vertex displacement, skin and bones for smooth object animation, rippling ocean waves with realistic lighting, refraction effects, Fresnel reflectance, and iridescence.
*Includes exercises for instructional use and a review of essential mathematics.
Dave Eberly is the president of Magic Software, Inc.Previously, he was the director of engineering at Numerical Design Limited, the company responsible for the real-time 3D game engine, NetImmerse. His background includes a B.A. in mathematics from Bloomsburg University, M.S. and Ph.D. degrees in mathematics from the University of Colorado at Boulder, and M.S. and Ph.D. degrees in computer science from the University of North Carolina at Chapel Hill. Dave is author of 3D Game Engine Design and coauthor with Philip Schneider of Geometric Tools for Computer Graphics. Ken Shoemake is known for introducing quaternions to computer graphics and for creating quaternion tools such as Slerp, Squad, and Arcball. His education and career include Yale, Stanford, PDI, and Xerox PARC. Ken is currently an independent consultant.
Features
*CD-ROM with extensive C++ source code that supports physical simulation; has many illustrative applications for Windows, Linux, and OS X; and is compatible with many game engines-including the Wild Magic engine, for which the complete source code is included.
*Contains sample applications for shader programs (OpenGL and DirectX), including deformation by vertex displacement, skin and bones for smooth object animation, rippling ocean waves with realistic lighting, refraction effects, Fresnel reflectance, and iridescence.
*Includes exercises for instructional use and a review of essential mathematics.
Dave Eberly is the president of Magic Software, Inc.Previously, he was the director of engineering at Numerical Design Limited, the company responsible for the real-time 3D game engine, NetImmerse. His background includes a B.A. in mathematics from Bloomsburg University, M.S. and Ph.D. degrees in mathematics from the University of Colorado at Boulder, and M.S. and Ph.D. degrees in computer science from the University of North Carolina at Chapel Hill. Dave is author of 3D Game Engine Design and coauthor with Philip Schneider of Geometric Tools for Computer Graphics. Ken Shoemake is known for introducing quaternions to computer graphics and for creating quaternion tools such as Slerp, Squad, and Arcball. His education and career include Yale, Stanford, PDI, and Xerox PARC. Ken is currently an independent consultant.