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Game Physics [With CDROM] by Eberly, David H.

by Eberly, David H. | HC | Good
US $8.46
Condition:
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Pages can have notes/highlighting. Spine may show signs of wear. ~ ThriftBooks: Read More, ... Read moreabout condition
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Item specifics

Condition
Good
A book that has been read but is in good condition. Very minimal damage to the cover including scuff marks, but no holes or tears. The dust jacket for hard covers may not be included. Binding has minimal wear. The majority of pages are undamaged with minimal creasing or tearing, minimal pencil underlining of text, no highlighting of text, no writing in margins. No missing pages. See the seller’s listing for full details and description of any imperfections. See all condition definitionsopens in a new window or tab
Seller Notes
“Pages can have notes/highlighting. Spine may show signs of wear. ~ ThriftBooks: Read More, ...
Binding
Hardcover
Weight
3 lbs
Product Group
Book
IsTextBook
Yes
ISBN
1558607404
Publication Year
2003
Type
Textbook
Format
Hardcover
Language
English
Publication Name
Game Physics
Author
David H. Eberly
Item Length
9.2in
Publisher
CRC Press LLC
Item Width
7.5in
Item Weight
59.3 Oz
Number of Pages
816 Pages

About this product

Product Information

Game Physicsis 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 Physicsshares 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.

Product Identifiers

Publisher
CRC Press LLC
ISBN-10
1558607404
ISBN-13
9781558607408
eBay Product ID (ePID)
2496702

Product Key Features

Author
David H. Eberly
Publication Name
Game Physics
Format
Hardcover
Language
English
Publication Year
2003
Type
Textbook
Number of Pages
816 Pages

Dimensions

Item Length
9.2in
Item Width
7.5in
Item Weight
59.3 Oz

Additional Product Features

Lc Classification Number
Qa76.76.C672
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 cookbookit'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 gamequaternions, 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." 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, "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." -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, "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." -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, "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 "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 Physicsis 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." -Pl-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 Physicsthat can give graphics programmers a grounding in the physical principles that underlie realistic computer animation." - W.Lewis Johnson --Physics Today, "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 Physicsis 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." -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 Physicsthat can give graphics programmers a grounding in the physical principles that underlie realistic computer animation." - W.Lewis Johnson --Physics Today
Copyright Date
2004
Topic
Programming / Games, Digital, Physics / Mathematical & Computational
Lccn
2003-023187
Dewey Decimal
794.8/1526
Intended Audience
College Audience
Dewey Edition
22
Illustrated
Yes
Genre
Computers, Art, Science

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ThriftBooks

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Book was listed as 'very good' condition, but when it arrived the cover had stains, creases and folds, and a small tear on one edge. It was packaged ok and the packaging was not damaged, so this was not something that happened during shipping. I messaged them and they replied quickly and instructed me to initiate a return through eBay. I was refunded the full price in less than an hour. Great customer service!
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