Upcoming Physics Book
I sent off a few questions the other day to Dave Eberly about his upcoming Game Physics book. He was kind enough to send along the following responses:
The table of contents from "Game Physics" is online,...
Just a note. The online TOC is *tentative*. I have already made some changes based on what I have written so far, mainly organizational. However, the general ideas in the current TOC will remain in the book.
... but can you tell us a little about the actual meat of the book? For example, How are the sections outlined, and how in-depth are the explanations?
The presentation of the algebra, calculus, differential equations, and numerical methods material will be at the level of what engineering students see in an undergraduate program. The emphasis is on understanding the concepts, not on formal and rigorous constructions/proofs. I do not intend for this book to be hammered by "too much math" or "math not presented well enough" reviews like 3DGED was.
The physics material will also be presented in an engineering style. There will be plenty of examples. There will also be exercises throughout the book since many people I talked to at GDC want to use this as a textbook.
Have you had a chance to check out the other recent game physics books on the market? How does yours differ?
I have looked only at Bourg's book "Physics for Game Developers". A reasonable book, but simpler than what I had hoped for. My book will be more detailed in the mathematics (not as dense as the game engine book, though) and it will contain a lot of source code (like the game engine book). This includes implementations of some of the more complicated systems that are popular lately (LCP, collision detection/response for example). Each example in the examples chapter in the book will have working source code.
When do you expect the book will be published?
Still on track for Fall 2002, probably *late* Fall since I will be getting a draft to MKP mid-summer. The production process takes 4 to 5 months. "