physics books for beginners

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5 comments, last by Dirk Gregorius 13 years, 6 months ago
Hi all ,

I am looking for books for game programming.

Regarding physics concepts I don`t have any specific concepts
to learn in my mind , so I want to learn things generally and start build my physics library firstly by following a book.

As I made an investigation , currently I`ve found "O'Reilly - Physics for Game Developers" book very useful , I especially liked the samples since they are in Direct3D and the last sample showing clothing really seemed nice

But what would you suggest ? Do you have other book suggestions or what about the one I"ve mentioned ?

many thanks...
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I recommend to start with the following 3 books:

1) The free online book "A Unified Framework for Rigid Body Dynamics" by Helmut Garstenauer, in PDF format
2) Physics Based Animation by Kenny Erleben, or alternatively his free PhD thesis, this give a more academic background
3) Game Physics Pearls, a collection of physics gems by industry experts

You can find all above links and more in this forum topic:
http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?f=6&t=63
thank you for the answer

BTW , will it be faster first to look at Physics SDKs like Havok Physx Bullet etc.... and then study physics programming or the vice versa ? Which one should be a base to the other ?
Hi,

Physics Based Animation is one of my favorite books on the subject. However, it
doesn't really talk about design. Like Erwin said, its mainly the algorithms
or methodologies (for example: impulse-based, constraint based or compensation
using springs). It also discusses collision detection to some extent but
for that I find Real-Time collision detection (Christer Ericson) to be better.
Truly my favourite book.

If you've read Physics for game developers and feel comfortable with it, you can
easily move to the above mention books.

If you're looking at the architecture of a physics engine, you can study Bullet's
code. I've done that and its very interesting and works great. Definitely worth
it.
-----------------------------He moves in space with minimum waste and maximum joyGalactic Conflict demo reel -http://www.youtube.com/watch?v=hh8z5jdpfXY
Thanks a lot

BTW , I`d like to ask about another book :

http://www.amazon.com/Game-Physics-Engine-Development-ebook/dp/B001C4MZC4/ref=sr_1_2?ie=UTF8&qid=1287452907&sr=8-2

What would you say about this one if you read it ?
Hi,

Well I haven't read it but it got great reviews from respectable persona in the
industry so I guess that's something.

I know Erwin works on a book like that too, you might want to check the Bullet
forums for any updates (or just ask him here..)

Its true that such a book is valuable but I always felt that learning from existing code and actually doing the design yourself may be better,
if you're into that kind of stuff (and you really should be if you want
to build an engine..)

Heck I might read it myself soon, its been a while since I read a physics book...
-----------------------------He moves in space with minimum waste and maximum joyGalactic Conflict demo reel -http://www.youtube.com/watch?v=hh8z5jdpfXY
I really recommend following Erwin's advice. Also look at Box2D and Erin Catto's presentations. If you want to write your own engine I would recommend to take Box2D *Lite* and port it to 3D. You will learn a *lot* if you do this.

You can find Erin's stuff here: www.box2d.org

I don't recommend "Game-Physics-Engine-Development". In my opinion it is not very useful. The second edition of Dave Eberly's Game Physics teaches a lot topics on game physics in a very comprehensive way. Finally I think that Real-Time-Collision-Detection by Christer Ericson is a must have.




Cheers,
-Dirk

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