Game Physics Pearls: 1st Edition (Hardback) book cover

Game Physics Pearls

1st Edition

Edited by Gino van den Bergen, Dirk Gregorius

A K Peters/CRC Press

352 pages

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Hardback: 9781568814742
pub: 2010-07-23
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pub: 2010-07-23
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Description

Implementing physical simulations for real-time games is a complex task that requires a solid understanding of a wide range of concepts from the fields of mathematics, physics, and software engineering. This book is a gems-like collection of practical articles in the area of game physics. Each provides hands-on detail that can be used in practical applications.

The chapters cover topics such as collision detection, particle-based simulations, constraint solving, and soft-body simulation. An introductory section provides the mathematical foundations and offers some background for the problems inherent in successful physics simulation. The contributors write based on their experience in developing tools and runtime libraries either in game companies or middleware houses that produce physics software for games on PCs and consoles.

Reviews

A fine, technical guide for any computer programmer or gamer interested in knowing more about the physics behind sports and games.

The Midwest Book Review, February 2012

Table of Contents

GAME PHYSICS 101

Mathematical Background

Introduction

Vectors and Points

Lines and Planes

Matrices and Transformations

Quaternions

Rigid-Body Dynamics

Numerical Integration

Further Reading

Understanding Game Physics Artifacts

Introduction

Discretizalion and Linearization

Time Stepping and the Well of Despair

The Curse of Rotations

Solver

Collision Detection

Joints

Direct Animation

Artifact Reference

COLLISION DETECTION

Broad Phase and Constraint Optimization for PlayStation 3

Introduction

Overview of CellBE

Optimization of the Broad Phase

Optimization of the Constraint Solver

Conclusion

SAT in Narrow Phase and Contact-Manifold Generation

Introduction

Contact Manifold

Physics Engine Pipeline

SAT Basics

Intuitive Gauss Map

Computing Full Contact Manifolds

SAT Optimizations

Smooth Mesh Contacts with GJK

Introduction

Configuration Space

Support Mappings

Overview of GJK

Johnson’s Algorithm

Continuous Collision Detection

Contacts

Conclusion

PARTICLES

Optimized SPH

Introduction

The SPH Equations

An Algorithm for SPH Simulation

The Choice of Data Structure

Collapsing the SPH Algorithm

Stability and Behavior

Performance

Conclusion

Appendix: Scaling the Pressure Force

Parallelizing Particle-Based Simulation on Multiple Processors

Introduction

Dividing Computation

Data Management without Duplication

Choosing an Acceleration Structure

Data Transfer Using Grids

Results

Conclusion

CONSTRAINT SOLVING

Ropes as Constraints

Introduction

Free-Hanging Ropes

Strained Ropes

Quaternion-Based Constraints

Introduction

Notation and Definitions

The Problem

Constraint Definitions

Matrix-Based Quaternion Algebra

A New Tale on Quaternion-Based Constraints

Why It Works

More General Frames

Limits and Drivers

Examples

Conclusion

SOFT BODY

Soft Bodies Using Finite Elements

Introduction

Continuum Mechanics

Linear FEM

Solving the Linear System

Surface-Mesh Update

Particle-Based Simulation Using Verlet Integration

Introduction

Techniques for Numerical Integration

Using Relaxation to Solve Systems of Equations

Rigid Bodies

Articulated Bodies

Miscellaneous

Conclusion

Keep Yer Shirt On

Introduction

Stable Real-Time Cloth

Modeling Real Fabrics

Performance

Order of Cloth Update Stages

Conclusion, Results, and Future

SKINNING

Layered Skin Simulation

Introduction

Layered Deformation Architecture

Smooth Skinning

Anatomical Collisions

Relaxalion

Jiggle

Conclusion

Dynamic Secondary Skin Deformations

Introduction

The Interaction Model

Neighborhood Interaction

Volumetric Effects

Final Remarks

Index

A Bibliography appears at the end of each chapter.

About the Editors

Gino van den Bergen is an experienced 3D graphics and geometry developer working at DTECTA, which offers middleware for collision detection and custom 3D software development. He has over 15 years of experience programming 3D applications in C++ and 5 years of programming experience in the game industry. He earned a Ph.D. in computing science from Eindhoven University of Technology.

Dirk Gregorius is a contractor for game studios, middleware vendors, and publishers. He has extensive experience in the computer game industry, having worked at Havok and Factor 5, where he was responsible for cloth and rigid body physics.

Subject Categories

BISAC Subject Codes/Headings:
COM012040
COMPUTERS / Programming / Games