Game Physics and over one million other books are available for Amazon Kindle . Learn more

Buy New

or
Sign in to turn on 1-Click ordering.
or
Amazon Prime free trial required. Sign up when you check out. Learn more
Buy Used
Used - Very Good See details
Price: £34.68

or
Sign in to turn on 1-Click ordering.
 
   
More Buying Choices
Have one to sell? Sell yours here
or
Get a £21.80 Amazon.co.uk Gift Card
Game Physics
 
 
Start reading Game Physics on your Kindle in under a minute.

Don't have a Kindle? Get your Kindle here, or download a FREE Kindle Reading App.

Game Physics [Hardcover]

David Eberly

RRP: £53.99
Price: £47.51 & this item Delivered FREE in the UK with Super Saver Delivery. See details and conditions
You Save: £6.48 (12%)
o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o
In stock.
Dispatched from and sold by Amazon.co.uk. Gift-wrap available.
Only 3 left in stock--order soon (more on the way).
Want guaranteed delivery by Wednesday, May 30? Choose Express delivery at checkout. See Details

Formats

Amazon Price New from Used from
Kindle Edition £35.63  
Hardcover £47.51  
Trade In this Item for up to £21.80
Get an extra £5 when you trade in books worth £10 or more until June 30, 2012. Trade in Game Physics for an Amazon.co.uk gift card of up to £21.80, which you can then spend on millions of items across the site. Trade-in values may vary (terms apply). Find more products eligible for trade-in.

Frequently Bought Together

Game Physics + Game Physics Engine Development: How to Build a Robust Commercial-Grade Physics Engine for your Game. + Real-Time Collision Detection (The Morgan Kaufmann Series in Interactive 3d Technology)
Price For All Three: £121.69

Show availability and delivery details

Buy the selected items together


Product details


More About the Author

David H. Eberly
Discover books, learn about writers, and more.

Visit Amazon's David H. Eberly Page

Product Description

Review

"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

"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 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." -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

Product 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.

--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.

Inside This Book (Learn More)
Browse Sample Pages
Front Cover | Copyright | Table of Contents | Excerpt | Index
Search inside this book:

Suggested Tags from Similar Products

 (What's this?)
Be the first one to add a relevant tag (keyword that's strongly related to this product)
 

Your tags: Add your first tag
 

What Other Items Do Customers Buy After Viewing This Item?


Customer Reviews

There are no customer reviews yet on Amazon.co.uk.
5 star
4 star
3 star
2 star
1 star
Most Helpful Customer Reviews on Amazon.com (beta)
Amazon.com:  12 reviews
4 of 4 people found the following review helpful
A classic - advanced - book on game physics 2 Nov 2010
By FlyingPolarBear - Published on Amazon.com
Format:Hardcover|Amazon Vine™ Review (What's this?)
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 of 2 people found the following review helpful
For Math Majors 20 April 2011
By GX - Published on Amazon.com
Format:Hardcover|Amazon Vine™ Review (What's this?)
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.
4 of 5 people found the following review helpful
An advanced course 22 Oct 2010
By Trevor Burnham - Published on Amazon.com
Format:Hardcover|Amazon Vine™ Review (What's this?)
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.

Customer Discussions

This product's forum
Discussion Replies Latest Post
No discussions yet

Ask questions, Share opinions, Gain insight
Start a new discussion
Topic:
First post:
Prompts for sign-in
 

Search Customer Discussions
Search all Amazon discussions
   


Listmania!


Look for similar items by category


Look for similar items by subject


Feedback


Amazon.co.uk Privacy Statement Amazon.co.uk Delivery Information Amazon.co.uk Returns & Exchanges