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Real-Time Collision Detection (The Morgan Kaufmann Series in Interactive 3-D Technology) *****

Real-Time Collision Detection (The Morgan Kaufmann Series in Interactive 3-D Technology) By Christer Ericson
Published December 2004
List Price: $98.95, Your Amazon.com Price: $70.51

Amazon.com Sales Rank: 403,765
Availability: Usually ships in 24 hours

Summary:
Written by an expert in the game industry, Christer Ericson's new book is a comprehensive guide to the components of efficient real-time collision detection systems. The book provides the tools and know-how needed to implement industrial-strength collision detection for the highly detailed dynamic environments of applications such as 3D games, virtual reality applications, and physical simulators.

Of the many topics covered, a key focus is on spatial and object partitioning through a wide variety of grids, trees, and sorting methods. The author also presents a large collection of intersection and distance tests for both simple and complex geometric shapes. Sections on vector and matrix algebra provide the background for advanced topics such as Voronoi regions, Minkowski sums, and linear and quadratic programming.

Of utmost importance to programmers but rarely discussed in this much detail in other books are the chapters covering numerical and geometric robustness, both essential topics for collision detection systems. Also unique are the chapters discussing how graphics hardware can assist in collision detection computations and on advanced optimization for modern computer architectures. All in all, this comprehensive book will become the industry standard for years to come.

*Presents algorithms and data structures with wide applications to the fields of game development, virtual reality, physically based simulation, CAD/CAM, architectural and scientific visualization, molecular modeling, engineering simulation, GIS, ray tracing, and more.

*Describes tested, real-world methods, liberally illustrated by C & C++ code.

*Reviews necessary concepts from mathematics and computational geometry, and includes extensive references to other sources and research literature.

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4 Comments

This is one of those books that you must have if you are even a bit interested in simulation in general and collision detection in specific. Subjects range from basic theory to data structures to optimization. A very complete book indeed and I can absolutely recommend it.
Definitely agree - this is destined to be a classic book that every games programmer should have. I've already used many of the routines in the book successfully in my own project (many from the excellent primitive intersection tests chapter).
It explains all the maths without seeming to be too heavy on the maths at the same time, and I found I enjoyed dipping in and reading small parts when I had a spare five minutes.
The 3 'bonus' end chapters on numerical & geometrical robustness and optimisation are almost worth the entry fee alone.
A must have for learning collision detections and pros/cons for the various types of collision detection methods. Good read for anyone making a collision detection library or just wanting to know the theories and processes behind them.
This book was forced on me as part of a school curriculum back in my college days, and yet I still reference it to this day. It contains lots of great information and the math use is generally well explained and backed up by code examples. I definitely recommend this book for anyone learning about collision detection, and it makes great reference material even if you already have a decent grasp on the subject.

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