Ebook Info
- Published: 2010
- Number of pages: 964 pages
- Format: PDF
- File Size: 15.01 MB
- Authors: David H. Eberly
Description
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.
User’s Reviews
Reviews from Amazon users which were colected at the time this book was published on the website:
⭐The book itself is fine. But kindle edition of this book sucks miserably. Formulas and math characters in text are hard to read. Font size setting does apply to formulas.
⭐This book is a Bible of game physics. It contains everything you may need and often more. It is essentially self contained, that is even quaternions and LCP solvers are discussed at the end.As a reader, you are accompanied through every step of the process. No magic, no hand-waving, no “it’s easy but we don’t show it here” trick is ever pulled.Of course, the book is as hard as the subject. Don’t expect to read, expect to study. The weight of this book is approximately equivalent to 8 to 12 university credits. Of course you will not read all of it, but don’t expect anything less than 4 credits worth of studying to get something meaningful out of it.There is only one shortcoming that is only relevant to the second edition: there is now too much material. Collision detection with shapes waters down Chapter 6 way too much. What was (and is) the central chapter of the book is now way too hard to read for a beginner. I would restructure Chapter 6 to contain only one of GJK/SAT and LCP/Impulse, and move the collision shapes and the rest to a separate chapter or even appendix.
⭐You should be up on your calculus for this book as other reviewers indicated but there are sections which present linear algebra adequately and approximate solution methods to ordinary differential equations like Euler and Runge-Kutta methods are also presented-really topics that aren’t sufficiently done in calculus courses-a plus. But this book really shines in its treatment of mechanics and in particular constraints. Having been through Goldstein and Arnold I thought I knew D’Alembert’s principle but understanding seemed to slip away when it came time to express constraints in a differential geometric setting-had to relearn every time like in those politically incorrect jokes. His presentation though seemingly elementary compared to those others makes its application here natural and almost self evident. For a fellow who’s modest(very much so) about his academics he’s outdone some big shots here. Regarding constraints he discusses the problem of keeping an object on a table still so it doesn’t penetrate the table-didn’t know that was a problem but apparently for the code of your graphics it is-it’s related to collision detection. Top notch book that could even be used to introduce physics students to computer graphics.
⭐As many others reviewers have noted, this book requires a high level of mathematical maturity. I would recommend at LEAST 3 semesters of calculus and a solid understanding of linear algebra before you even let reading this book cross your mind. The beginning just introduces you to the core concepts; but the real meat of the book in my opinion in chapters 3-6. These will teach you high level physics programming concepts that will allow you to create parts of a game engine. Note that this book does not take you through creating a game engine from scratch (Millington’s book does that very well); but it will give you the core mathematical foundation to create a high level game engine (higher than Millington’s book will) if you are able to understand the concepts. I also don’t want to de-emphasize the code part; the author provides source code for the mathematical concepts that he teaches (he does this in the alter chapters). I would highly recommend this book to anyone that wants to use advanced game engine concepts such as deformation and numerical methods to solve differential equations of motion.
⭐On the positive side, this book does not shy from the math behind rigid body physics — and more, such as fluid dynamics. The book covers most all the math that you could need for implementing a physics engine, beyond what some other comparable books give. (On the other hand, if you already have done calculus-based physics, a lot of this book will feel redundant.)The main drawback with this book is that it doesn’t really give you a holistic physics engine. While it covers various topics involved in a physics engine, it never really puts them together into a complete engine. You’ll learn to solve some interesting toy problems, but the trade-offs and implementation details that go into a complete game physics engine lack much discussion.This book has some value as a math reference to game physics programmers, but I think you could look elsewhere if you’re trying to learn how to build an engine.
⭐This gives you all the math you’d ever need for a physics engine. It is not light and not for a beginner. This is great for someone who is looking for more insight into an existing physics engine, or one that they are building out. It is not a step by step guide on how to implement a physics engine. It is a great reference for the more rigorous side of things.
⭐The book contains so much information. As an engineer, I was surprised to see how much “real” physics there was in the book. The author proves that he knows what he’s talking about. It’s not light reading, but it’s an excellent desk reference and guide.
⭐Put your math-hat on, because this book is pretty dense mathematically. However, that’s not a drawback of the book, as you need it for understanding the physics discussed. The book does a pretty good job of not going too far off the deep end with theory and keeps with the topics.
⭐This book is fantastic for learning about the inner workings of physics engines & how to write your own physics code. Would recommend to any programmers or students wishing to have a complete guide on physics in games.
⭐good summmary
⭐It’s a fantastic book. So thorough and yet always on topic.
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