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Game Physics [Kindle Edition]

David H. Eberly
4.0 out of 5 stars  See all reviews (1 customer review)

Print List Price: £63.99
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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 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:

Product Description


"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

About the Author

Dave Eberly is the president of Geometric Tools, Inc. (, 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

Product details

  • Format: Kindle Edition
  • File Size: 16070 KB
  • Print Length: 944 pages
  • Publisher: CRC Press; 2 edition (5 April 2010)
  • Sold by: Amazon Media EU S.à r.l.
  • Language: English
  • Text-to-Speech: Enabled
  • X-Ray:
  • Word Wise: Not Enabled
  • Average Customer Review: 4.0 out of 5 stars  See all reviews (1 customer review)
  • Amazon Bestsellers Rank: #748,345 Paid in Kindle Store (See Top 100 Paid in Kindle Store)
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Most Helpful Customer Reviews
4.0 out of 5 stars Four Stars 13 Dec. 2014
By Phil
Format:Hardcover|Verified Purchase
good summmary
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Most Helpful Customer Reviews on (beta) 4.2 out of 5 stars  21 reviews
7 of 7 people found the following review helpful
5.0 out of 5 stars A classic - advanced - book on game physics 2 Nov. 2010
By D. Coral - Published on
Format:Hardcover|Vine Customer Review of Free Product (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.
6 of 7 people found the following review helpful
4.0 out of 5 stars An advanced course 22 Oct. 2010
By Trevor Burnham - Published on
Format:Hardcover|Vine Customer Review of Free Product (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.
3 of 3 people found the following review helpful
4.0 out of 5 stars Whoa, this book means it when it says "physics" 27 Dec. 2012
By Natasha Stryker - Published on
Format:Hardcover|Vine Customer Review of Free Product (What's this?)
I am a self-taught casual programmer who thought I'd pick this up to learn something new. I got a few pages into it and handed it to my hubby who has a BS in Computer Science and 12 years experience under his belt because it was WAY over my head. I had always enjoyed math and was a very good student, but you need a significant foundation in the subject of this book to really appreciate it and learn from it. I felt like I had just graduated high school and was trying to go strait into grad school without the very necessary 4 years in between. So just be warned about that. My hubby liked the book quite a bit and said he'd give it 4 stars, hence my rating. So if you are well versed in the language this book speaks, my source tells me you will get a lot out of it since it gets down to business and is in no way one of those "Game Programming for Dummies" types of books.
5 of 6 people found the following review helpful
5.0 out of 5 stars For people serious in game engine programming 21 Oct. 2010
By Sukru Tikves - Published on
Format:Hardcover|Vine Customer Review of Free Product (What's this?)
I will not hide my enthusiasm about this book. I have a general dislike for "watered down" books which tried to "teach you in 24 hours". Unlike those, Game Physics really educates you on the subject by both going in broad topics, and going seriously deep in each one.

The author achieves this coverage by including college level discussion on physics, calculus, linear algebra, and differential equations, while of course assuming proficiency at C++ programming. He does not pull his punches when talking about complexity of graph algorithms, nor while describing how to offload tasks to separate CPU threads. And as a final treat (or maybe a cheat) provides a significant amount of source code in the included CD-ROM.

I'd recommend the book to anyone serious in game programming - or actually anyone serious in programming or engineering in general as a side reading, to gain extra insight.
2 of 2 people found the following review helpful
5.0 out of 5 stars Excelent reference material for game physics 25 Jan. 2012
By Timothy Lovett - Published on
Format:Hardcover|Vine Customer Review of Free Product (What's this?)
Honestly I'm not entirely too sure why so many people are complaining about the mathematical explanations of the book... Physics is inherently mathematical; he could have hidden some aspects of it from the reader but that would be contrary to his intentions of teaching the reader the fundamentals of game programming. If you want to just interact with a physics engine there are plenty of libraries which can handle that for you without having to get into the details of the implementations. That said a lot of the viewers have a less than technical background in terms of game development so it's understandable how this problem could have surfaced.

Either way the book is solid (as have most of Eberly's works on game development) and it's definitely worth a look over if you don't already have it. Prior to digging into the book I experimented with bullet physics a bit but aside from consuming / interacting with the apis I rarely really looked under the hood. I feel like as a result of the book I have a more broad understanding of both that library and of game physics in general.

It is a somewhat difficult read even as a game developer hobbyist but that's why video game companies hire people specifically for certain roles -- it's a difficult subject to learn and even more of a struggle to master.
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