Institutionen för datavetenskap Umeå Universitet


Visual Interactive Simulation, TDBD22, VT05


Official course literature

Game Physics
David H. Eberly
Morgan Kauffman Publishing, Elsevier, 2003
ISBN: 1558607404

This is the first book on physics based simulation for games, vr and graphics that has ambition to cover some of the more advanced topics, like useful intersection tests/finds, matrix formulations and various types of LCP solvers.
The web site that accompanies the book is:
http://www.geometrictools.com/
On this web site you find lots of useful code, in particular the code that comes with the book.
Errata list for the book (ops, lotsa errors!):
http://www.geometrictools.com/Books/GamePhysics/BookCorrections.html

Recommended reading (You dont have to buy it!)

Physics Based Animation
Kenny Erleben, Jan Sporring, Knud Henriksen, Henrik Dohlman
Charles River Media, 2005
ISBN: 158450-380-7
Unfortunately this book will bepublished later on in 2005, after this course is finished. Otherwise we would have used it as the main litterature. However, we still recommend that you read it once it is out since it's got the potential to become the new standard reference in this area. In the mean time we recommend that you read Kenny's thesis.

Real-time Collision Detection
Christer Ericsson
Morgan Kauffman Publishing, Elsevier, 2005
ISBN: 1-55860-732-3

Christer is a former student and employee at the Department of Computing Science. He now works as research lead at Sony Computer Entertainment America in Santa Monica. The book is well written and covers most topics of collision detection.


 



Responsible for this page: Kenneth Bodin Holmlund
2005-04-03 22:32