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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
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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.
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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.
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