Cover for Game Physics

Game Physics

Book • Second Edition2010

Authors:

David H. Eberly

Game Physics

Book • Second Edition2010

 

Cover for Game Physics

Authors:

David H. Eberly

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Book description

"Game Physics, 2nd Edition" provides clear descriptions of the mathematics and algorithms needed to create a powerful physics engine - while providing a solid reference for all of ... read full description

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  2. Book chapterNo access

    CHAPTER 1 - Introduction

    Pages 1-12

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    CHAPTER 2 - Basic Concepts from Physics

    Pages 13-84

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    CHAPTER 3 - Rigid Body Motion

    Pages 85-154

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    CHAPTER 4 - Deformable Bodies

    Pages 155-212

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    CHAPTER 5 - Fluids and Gases

    Pages 213-294

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    CHAPTER 6 - Physics Engines

    Pages 295-538

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    CHAPTER 7 - Linear Algebra

    Pages 539-658

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    CHAPTER 8 - Affine Algebra

    Pages 659-678

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    CHAPTER 9 - Calculus

    Pages 679-712

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    CHAPTER 10 - Quaternions

    Pages 713-732

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    CHAPTER 11 - Differential Equations

    Pages 733-751

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    CHAPTER 12 - Ordinary Difference Equations

    Pages 753-764

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    CHAPTER 13 - Numerical Methods

    Pages 765-812

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    CHAPTER 14 - Linear Complementarity and Mathematical Programming

    Pages 813-856

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    Bibliography

    Pages 857-864

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    Color Plates

    Pages C1-C16

  18. Book chapterNo access

    Index

    Pages 865-900

About the book

Publisher's Note: Transferred to Taylor & Francis as of 2012

Description

"Game Physics, 2nd Edition" provides clear descriptions of the mathematics and algorithms needed to create a powerful physics engine - while providing a solid reference for all of the math you will encounter anywhere in game development: quaternions, linear algebra, and calculus. 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.

The new 2nd edition is the much-anticipated update that incorporates new info on how to implement a classic rigid-body physics engine, as well as new coverage of ragdoll physics, PLUS a new chapter on Physics Luminaries and their contributions (Ronald Fedkiw, Jos Stam, and James O'Brien).

The CD will contain Wild Magic 5, a large software package for graphics, physics, and related topics. Also, Eberly's associated web site will support the book and CD: www.geometrictools.com.

"Game Physics, 2nd Edition" provides clear descriptions of the mathematics and algorithms needed to create a powerful physics engine - while providing a solid reference for all of the math you will encounter anywhere in game development: quaternions, linear algebra, and calculus. 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.

The new 2nd edition is the much-anticipated update that incorporates new info on how to implement a classic rigid-body physics engine, as well as new coverage of ragdoll physics, PLUS a new chapter on Physics Luminaries and their contributions (Ronald Fedkiw, Jos Stam, and James O'Brien).

The CD will contain Wild Magic 5, a large software package for graphics, physics, and related topics. Also, Eberly's associated web site will support the book and CD: www.geometrictools.com.

Key Features

--Much-anticipated 2nd edition offers valuable new applications of particle systems, fluids, and gases.
--CD with Wild Magic physics engine, C++ source code that supports the simulations in the book, plus sample apps, and exercises.
--Books tackles the complex, challenging issues that other books avoid - and provides a solid, comprehensive math resource for game developers.

--Much-anticipated 2nd edition offers valuable new applications of particle systems, fluids, and gases.
--CD with Wild Magic physics engine, C++ source code that supports the simulations in the book, plus sample apps, and exercises.
--Books tackles the complex, challenging issues that other books avoid - and provides a solid, comprehensive math resource for game developers.

Details

ISBN

978-0-12-374903-1

Language

English

Published

2010

Copyright

Copyright © 2010 Elsevier Inc. All rights reserved

Imprint

Morgan Kaufmann

Authors

David H. Eberly