Real-Time Collision Detection - 1st EditionYou can find an errata linked from the left of the screen. If you have corrections for either text or code, please email them to me at: christer 'at-sign' realtimecollisiondetection. In an attempt to remedy the very infrequent updates here, I've set up a blog where I will try to make more frequent updates and talk about things not just related to my book and to collision detection. See you there! First, I talked at GDC , again as part of the physics tutorial session.
Real-Time Collision Detection
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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.
Add to Wish List. Flag as inappropriate. Share this Title! God of War has been out for ebok 3 months now and it is a huge critical success. Table of Contents Preface 1 Introduction 1.