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Game Physics, Second Edition
 
 

Game Physics, Second Edition [ハードカバー]

David H. Eberly

参考価格: ¥ 6,913
価格: ¥ 6,866 通常配送無料 詳細
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内容説明

Create physically realistic 3D Graphics environments with this introduction to the ideas and techniques behind the process. Author David H. Eberly 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. The 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. This book even describes when real physics isn't necessary - and hacked physics will do.

- 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.

- Includes exercises for instructional use and review of essential mathematics.

- Revised and updated to include a new chapter about fluid dynamics based on the Navier-Stokes equations. The CD-ROM contains implementations that run in real time using the graphics hardware. The chapter on physics engines was rewritten to include new sections on the physics tick, on multithreaded and multiprocessor collision culling, and on velocity-based dynamics.

著者について

Dave Eberly is the 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, NetImmerse. He also worked for NDL on Gamebryo, which was the next-generation engine after NetImmerse. His background includes a BA degree in mathematics from Bloomsburg University, MS and PhD degrees in mathematics from the University of Colorado at Boulder, and MS and PhD degrees in computer science from the University of North Carolina at ChapelHill. He is the author of 3D Game Engine Design, 2nd Edition (2006), 3D Game Engine Architecture (2005), Game Physics (2004), and coauthor with Philip Schneider of Geometric Tools for Computer Graphics (2003), all published by Morgan Kaufmann. As a mathematician, Dave did research in the mathematics of combustion, signal and image processing, and length-biased distributions in statistics. He was an associate professor at the University of Texas at San Antonio with an adjunct appointment in radiology at the U.T. Health Science Center at San Antonio. In 1991, he gave up his tenured position to re-train in computer science at the University of North Carolina. After graduating in 1994, he remained for one year as a research associate professor in computer science with a joint appointment in the Department of Neurosurgery, working in medical image analysis. His next stop was the SAS Institute, working for a year on SAS/Insight, a statistical graphics package. Finally, deciding that computer graphics and geometry were his real calling, Dave went to work for NDL (which is now Emergent Game Technologies), then to Magic Software, Inc., which later became Geometric Tools, Inc. Dave's participation in the newsgroup comp.graphics.algorit


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4 人中、4人の方が、「このレビューが参考になった」と投票しています。
A classic - advanced - book on game physics 2010/11/2
By FlyingPolarBear - (Amazon.com)
形式:ハードカバー|Amazon Vine™ レビュー (詳しくはこちら)
Warning: this book is NOT for 12 year old "wannabe" game programmers who have no patience for advanced concepts. This book covers advanced math techniques for the professional game programmer with a college math/engineering/science background. There are nice code examples, but the focus is on the explanations of the theory, flowing all the way through to practical application, to give the designer a solid foundation. The organization, formatting, and notations in the book are beautiful. I have a better understanding of some fascinating game physics concepts now. Even though this is book goes deep on the math and physics, it doesn't mean you have to understand all of it to incrementally gain useful knowledge; the book is organized so that jumping around to different sections is easy to use like a reference book.
2 人中、2人の方が、「このレビューが参考になった」と投票しています。
For Math Majors 2011/4/20
By GX - (Amazon.com)
形式:ハードカバー|Amazon Vine™ レビュー (詳しくはこちら)
This book is extremely focused on a nitty gritty of putting applied physics via mathematical formula's into programmatic pseudo-code. This book is comprehensive but aimed at a very small audience. I would say that most likely this surpasses what most undergraduate classes would focus on. Given the high price I would suggest readers carefully review the some sample chapters to gauge if they might be getting their feet in too far. Even for rockstar programmers the huge dependency on high level math may make the book a little less accessible and practical than anticipated.
5 人中、4人の方が、「このレビューが参考になった」と投票しています。
An advanced course 2010/10/23
By Trevor Burnham - (Amazon.com)
形式:ハードカバー|Amazon Vine™ レビュー (詳しくはこちら)
This is a dense textbook that requires fluency in multivariate calculus and linear algebra. I was disappointed that it was so mathematically oriented and not more programming-oriented. Granted, there is a CD-ROM full of C++ source code included, but if you want a text that rewards you frequently with working examples to illustrate the concepts, this isn't the one for you.

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