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Posted 31 October 2005 - 01:22 AM
Posted 31 October 2005 - 01:44 AM
Posted 01 November 2005 - 07:37 AM
Posted 01 November 2005 - 12:25 PM
Original post by grhodes_at_work
That said, there is another book that I might recommend more than what you have listed here. That book is Eberly's "3D Game Engine Architecture." This is an extremely nice book that talks about good game engine design. The discussion is based on Eberly's own engine, which is very, very well thought out and implemented. He talks about physics in this book as well, though in less detail than the game physics book. What is nice in this book is that he talks about how the engine fits together as a whole, which is helpful for knowing how physics and graphics connect.
Posted 01 November 2005 - 10:10 PM
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Posted 02 November 2005 - 09:31 AM
Original post by scott_l_smith
...However, for the "this is my first physics engine" crowd, I would recommend "Physics for Game Developers"....
Posted 02 November 2005 - 01:19 PM
Original post by MrRowl
Using the Chris Hecker articles as an introduction, followed by Baraff's siggraph notes and then the decent books mentioned here should give you a good overview of all the basics you need to know, though using these for your first implementation would be daunting. Then there's a bunch of papers (most you can find on the web for free) worth reading - some of which will make everything seem very complicated, and some of which will make everything seem very simple! I'm pretty sure someone who posts here has made a web page with a list of most of the common/useful papers - but I've lost the link - will look for it!
One important thing is to write some little test projects as you go along, starting with simple stuff. They'll give you a code-base - e.g. you'll develop a maths library, and a basic rendering framework for testing - that will make it a lot easier when you come to write the hard stuff. And at the end of it you'll have some nice demos for job interviews :)