Game Physics Pearls

Regular price €167.40
advanced game simulation techniques
Affine Combination
Barycentric Coordinates
bodies
Category=UMK
collision
Collision Geometry
computational physics
Computer gaming
Constraint Solver
detection
Dirk Gregorius
DMA Transfer
Double Buffering
engine
eq_bestseller
eq_computing
eq_isMigrated=1
eq_isMigrated=2
eq_nobargain
eq_non-fiction
Fluid Particles
Fluid Simulation
Game Developers
Gino van den Bergen
Grid Cell
Hash Bucket
Hash Collisions
Hash Structure
Hash Table
Inertial Tensor
integrator
Interactive & multimedia
interactive graphics
mathematical modelling
Neighbor List
numerical simulation
Programming
real-time algorithms
Related Rigid Bodies
response
rigid
Rigid Bodies
Rigid Body Simulation
Smoothing Kernel
soft-body dynamics
Sorted Array
Spatial Hash
SPH Equation
SPH Simulation
step
Tetrahedral Mesh
time
verlet

Product details

  • ISBN 9781568814742
  • Weight: 612g
  • Dimensions: 152 x 229mm
  • Publication Date: 23 Jul 2010
  • Publisher: Taylor & Francis Inc
  • Publication City/Country: US
  • Product Form: Hardback
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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, physics, and software engineering. This book is a gems-like collection of practical articles in the area of game physics. Each provides hands-on detail that can be used in practical applications.

The chapters cover topics such as collision detection, particle-based simulations, constraint solving, and soft-body simulation. An introductory section provides the mathematical foundations and offers some background for the problems inherent in successful physics simulation. The contributors write based on their experience in developing tools and runtime libraries either in game companies or middleware houses that produce physics software for games on PCs and consoles.

Gino van den Bergen is an experienced 3D graphics and geometry developer working at DTECTA, which offers middleware for collision detection and custom 3D software development. He has over 15 years of experience programming 3D applications in C++ and 5 years of programming experience in the game industry. He earned a Ph.D. in computing science from Eindhoven University of Technology.

Dirk Gregorius is a contractor for game studios, middleware vendors, and publishers. He has extensive experience in the computer game industry, having worked at Havok and Factor 5, where he was responsible for cloth and rigid body physics.