EXTRA 10% OFF 4+ ITEMSSee all eligible items and terms
Picture 1 of 1
Picture 1 of 1
Game Physics [With CDROM] by Eberly, David H.
by Eberly, David H. | HC | Good
US $8.46
Condition:
“Pages can have notes/highlighting. Spine may show signs of wear. ~ ThriftBooks: Read More, ”... Read moreabout condition
4 available / 2 sold
Shipping:
Estimated between Wed, May 8 and Sat, May 11 to 43230
Located in: Aurora, Illinois, United States
Returns:
Payments:
Special financing available. See terms and apply now- for PayPal Credit, opens in a new window or tab
Earn up to 5x points when you use your eBay Mastercard®. Learn moreabout earning points with eBay Mastercard
Shop with confidence
Seller assumes all responsibility for this listing.
eBay item number:143911010294
Item specifics
- Condition
- Good
- Seller Notes
- 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
- 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
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
Item description from the seller
Seller assumes all responsibility for this listing.
eBay item number:143911010294
Shipping and handling
Item location:
Aurora, Illinois, United States
Ships to:
Afghanistan, Albania, Algeria, American Samoa, Andorra, Angola, Anguilla, Antigua and Barbuda, Argentina, Armenia, Aruba, Australia, Austria, Azerbaijan Republic, Bahamas, Bahrain, Bangladesh, Belarus, Belgium, Belize, Benin, Bermuda, Bhutan, Bolivia, Bosnia and Herzegovina, Botswana, Brazil, British Virgin Islands, Brunei Darussalam, Bulgaria, Burkina Faso, Burundi, Cambodia, Cameroon, Canada, Cape Verde Islands, Cayman Islands, Central African Republic, Chad, Chile, China, Colombia, Comoros, Cook Islands, Costa Rica, Cyprus, Czech Republic, Côte d'Ivoire (Ivory Coast), Democratic Republic of the Congo, Denmark, Djibouti, Dominica, Dominican Republic, Ecuador, Egypt, El Salvador, Equatorial Guinea, Eritrea, Estonia, Ethiopia, Falkland Islands (Islas Malvinas), Fiji, Finland, France, Gabon Republic, Gambia, Georgia, Germany, Ghana, Gibraltar, Greece, Greenland, Grenada, Guam, Guatemala, Guernsey, Guinea, Guinea-Bissau, Guyana, Haiti, Honduras, Hong Kong, Hungary, Iceland, India, Indonesia, Iraq, Ireland, Israel, Italy, Jamaica, Japan, Jersey, Jordan, Kazakhstan, Kenya, Kiribati, Kuwait, Kyrgyzstan, Laos, Latvia, Lebanon, Lesotho, Liberia, Liechtenstein, Lithuania, Luxembourg, Macau, Macedonia, Madagascar, Malawi, Malaysia, Maldives, Mali, Malta, Marshall Islands, Mauritania, Mauritius, Mayotte, Mexico, Micronesia, Moldova, Monaco, Mongolia, Montenegro, Montserrat, Morocco, Mozambique, Namibia, Nauru, Nepal, Netherlands, Netherlands Antilles, New Zealand, Nicaragua, Niger, Nigeria, Niue, Norway, Oman, Pakistan, Palau, Panama, Papua New Guinea, Paraguay, Peru, Philippines, Poland, Portugal, Puerto Rico, Qatar, Republic of Croatia, Republic of the Congo, Romania, Rwanda, Saint Helena, Saint Kitts-Nevis, Saint Lucia, Saint Pierre and Miquelon, Saint Vincent and the Grenadines, San Marino, Saudi Arabia, Senegal, Serbia, Seychelles, Sierra Leone, Singapore, Slovakia, Slovenia, Solomon Islands, Somalia, South Africa, South Korea, Spain, Sri Lanka, Suriname, Svalbard and Jan Mayen, Swaziland, Sweden, Switzerland, Taiwan, Tajikistan, Tanzania, Thailand, Togo, Tonga, Trinidad and Tobago, Tunisia, Turkey, Turkmenistan, Turks and Caicos Islands, Tuvalu, Uganda, United Arab Emirates, United Kingdom, Uruguay, Uzbekistan, Vanuatu, Vatican City State, Vietnam, Virgin Islands (U.S.), Wallis and Futuna, Western Sahara, Western Samoa, Worldwide, Yemen, Zambia, Zimbabwe
Excludes:
Barbados, French Guiana, French Polynesia, Guadeloupe, Libya, Martinique, New Caledonia, Reunion, Russian Federation, Ukraine, Venezuela
Shipping and handling | Each additional item | To | Service | Delivery*See Delivery notes |
---|---|---|---|---|
Free shipping | Free | United States | Economy Shipping | Estimated between Wed, May 8 and Sat, May 11 to 43230 |
US $15.99 | US $15.99 | United States | Expedited Shipping | Estimated on or before Wed, May 8 to 43230 |
Taxes |
---|
Taxes may be applicable at checkout. Learn moreLearn more about paying tax on eBay purchases. |
Return policy
After receiving the item, contact seller within | Refund will be given as | Return shipping |
---|---|---|
30 days | Money Back | Seller pays for return shipping |
Refer to eBay Return policyopens in a new tab or window for more details. You are covered by the eBay Money Back Guaranteeopens in a new tab or window if you receive an item that is not as described in the listing.
Payment details
Payment methods
Seller feedback (5,169,459)
z***z (600)- Feedback left by buyer.
Past 6 months
Verified purchase
🏆 SUPER STAR 🤩 AMAZING PHOTOS 🎯 ACCURATE DESCRIPTION ✏️ GENUINE PRODUCTS 💎 HIGH QUALITY 🍯 SUPER PRICES 💰 EASY TO WORK WITH 🍰 ECONOMY HANDLING ⏱️ FAST SHIPPING 🚀 BUBBLE PACKAGE 📦 ARRIVED WITHIN DAYS 🌎 EXCEPTIONAL COMMUNICATION 🎙️ OUTSTANDING CUSTOMER SERVICE 🛎️ GREAT SENSE OF HUMOR 🍿 TOTAL ASSET TO THE EBAY-ECO SYSTEM 🥇 SAVED SELLER 🎱 PROMT REPLY FOR RETURNS 🎯 WOULD BUY FROM AGAIN 🧲 UNDER PROMISES OVER DELIVERS ⛳️ MADE ME VERY HAPPY 🌈 LEFT POSITIVE FEEDBACK 🌼 THANK YOU! 😇 A+++
v***4 (264)- Feedback left by buyer.
Past 6 months
Verified purchase
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!
e***n (411)- Feedback left by buyer.
Past month
Verified purchase
Great prices. Book as described!! Quick processing and excellent communication. Great packaging and delivery to shipping!! Excellent choice in shipper!! Was able to track the progress of package ETA. Package actually arrived early!! THANK YOU!! AWESOME AAA+++ Service!!! Highly recommend this seller!! Will buy from you again!!
Product ratings and reviews
More to explore :
- Physics Textbooks,
- Physics Textbook Textbooks,
- Physics Textbooks in English,
- Physics Hardcover Textbooks,
- Physics Paperback Textbooks,
- Physics Antiquarian & Collectible Books,
- Physics Study Guides & Test Prep,
- Physics Signed Antiquarian & Collectible Books,
- Physics Hardcover Antiquarian & Collectible Books,
- Physics 1850-1899 Antiquarian & Collectible Books