Showing posts with label game programming. Show all posts
Showing posts with label game programming. Show all posts

5/13/2012

Dynamic Simulations of Multibody Systems Review

Dynamic Simulations of Multibody Systems
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This book is very unique in that it successfully combines
Physically Based Modeling with Computational Geometry.
Everyone in developing realtime dynamic simulation systems
with 3-dimensional computer graphics should have one.

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This book introduces the techniques needed to produce realistic simulations and animations of particle and rigid body systems. It focuses on both the theoretical and practical aspects of developing and implementing physically based dynamic simulation engines that can be used to generate convincing animations of physical events involving particles and rigid bodies. It can also be used to produce accurate simulations of mechanical systems, such as a robotic parts feeder. The book is intended for researchers in computer graphics, computer animation, computer-aided mechanical design and modeling software developers.

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12/23/2011

2D Artwork and 3D Modeling for Game Artists (The Premier Press Game Development Software) Review

2D Artwork and 3D Modeling for Game Artists (The Premier Press Game Development Software)
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I agree with the majority of other reviewers on the content of this book, especially the sections of texturing. Very in depth and covers a whole lot of topics on inorganic and organic textures and how to use them. He also takes you step by step through the modeling process of a gun and a big ugly monster.
But instead of spending too much time repeating what everyone else is saying good about the book, I am going to tell you what I think isn't so good about the book because there are a few not-so-good things about the book you should know before spending half-a-hundred dollars on it. Though, I still give the book 4 stars because it has many more good points than bad.
The most depressing thing is that you really need full versions of all the software programs used to be able to follow along with the book the way you need to in order to learn what your reading. Sure, you get some experience working with a bunch of programs like 3d studio max 5 (very heavily used in 3d game model production) but you don't even do 3d modeling it. Instead, you follow along with the modeling process in TrueSpace 4 or 6. What you'll find REALLY frustrating about that is, unless you have $595.00 to spend on the full, legal copy of version 6.6, you won't be able to save any of your work using the DEMO version that comes with the book! So, you may spend an hour or more modeling your gun, and then have to close the program down and load the model that the author made on the book's CD in order to continue to the UV mapping, texture painting, optimizing and triangulating which is done in 3ds max 5 (of which the demo version is also included on the book's cd-rom). The modeling process could have been done just as easily in 3ds max 5 which is much more powerful than TrueSpace anyways. Why switch between the two programs when one can do both tasks? 3ds max 5 costs an arm and a leg (around $3,105.00), but can do EVERYTHING that TrueSpace & DeepUV combined can do. The full, retail (useable) version of DeepUV costs $795.00.
If you don't believe me about UV mapping for characters in video games using 3ds max, then check out the book "Mastering 3DS MAX 4" which has a section on modeling a character then UV mapping it just like it is done in DeepUV. DeepUV is a complete waist of money if you own a copy of 3ds max 4 or higher.
Now when texturing you use two different programs, Deep Paint 3D 2.0 and Adobe Photoshop 6. Both programs are equally good and equally powerful, though Photoshop is much more popular. I do not understand why he spreads tasks out across the two programs when he could have done just about everything in one program or another without using both programs. Deep Paint 3D 2.1 costs $995.00! Adobe Photoshop 7 costs you about $609.00!
See what I'm getting at? You gotta have a fortune to spend on graphics production software in order to fully and completely follow along with this book and to be able to do ANYTHING productive with the information you've learned after reading the book, especially if you are a game programmer like me who has to make 3d models, then texture them and plug them into a 3d rendering engine.
You can do anything and everything this book covers by having a full version of just two peices of software, Adobe Photoshop 7 and 3ds max 4 or higher. That's it...that's all you need. Buying two 3D modelers, a program for UV mapping, and two texture paint programs is a waist of a whole lotta money. I understand the good it can do because one program can essentially be better at one task than a similar program can, but how many of us hobbiests have over $6099.00 to spend on software to follow in the footsteps of the book author? Not me, certainly.
If the book was designed with the hobbiest or budding superstar in mind then it would have focused all it's attention on production software that doesn't require you to be a zillionare. In fact another software program out there, Jasc Paint Shop Pro 8 can also be used for making game quality textures and 2D sprite art very much like Photoshop 7 or Deep Paint 3D 2.1 but it only costs about $100.00 for the full retail version. And then there's 3D modeling software like Milkshape 3D which is also VERY cheap in comparison to 3ds max, Maya, Lightwave, TrueSpace, Cinema 4DL, etc. And the best thing about Milkshape 3D is that it was made specifically for making game-only 3D models (originally made for the game Half-Life).
Don't get me wrong, I do like a lot of things about this book. The book does a good job of showing you how to use an array of different programs and how to effectively use them for making game art such as 2D textures and 3D models and how to prepare those models for use in a game engine, and it even includes a demo game engine to plug your models into. But just be warned that owning those programs isn't necessary to make quality 2D and 3D artwork for games, but IS required to follow along with the book completely. You can "work around" with the book using the demos that comes with the CD, but don't get too excited because you can't even save your TrueSpace 3D models anyways, so how are you going to get the models into 3ds max 5 for further manipulation and game prep?

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There are many 2D and 3D books in the market that focus entirely upon the beginning to advanced usage of one particular program. This book encompasses the world of 2D and 3D software and game artwork techniques in one volume. 2D Artwork and 3D Modeling for Game Artists will focus on 3 programs, Photoshop, trueSpace and 3D Studio Max.

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12/08/2011

Numerical Simulation in Fluid Dynamics: A Practical Introduction (Monographs on Mathematical Modeling and Computation) Review

Numerical Simulation in Fluid Dynamics: A Practical Introduction (Monographs on Mathematical Modeling and Computation)
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I found this book to be a a very good reference for the development of my first simple finite difference code for the solutions of the incompressible Navier-Stokes equations.
It is not extremely detailed in terms of all the methods exsisting in computational fluid dynamics, but it gives you those information that for a beginner might be hard to find. Good practical examples and a detail explanation on the development of a N-S solver also for FREE SURFACE problems.
Practical things as writing a makefile or how to set your code environment are explained aside of the mathematical analysis of the numerical methods involved.
I highly reccommend this book to those who study the subject but never put into practice that knowledge.
The practical examples are written in C.

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In this translation of the German edition, the authors provide insight into the numerical simulation of fluid flow. Using a simple numerical method as an expository example, the individual steps of scientific computing are presented: the derivation of the mathematical model; the discretization of the model equations; the development of algorithms; parallelization; and visualization of the computed data. In addition to the treatment of the basic equations for modeling laminar, transient flow of viscous, incompressible fluids - the Navier-Stokes equations - the authors look at the simulation of free surface flows; energy and chemical transport; and turbulence. Readers are enabled to write their own flow simulation program from scratch. The variety of applications is shown in several simulation results, including 92 black-and-white and 18 color illustrations. After reading this book, readers should be able to understand more enhanced algorithms of computational fluid dynamics and apply their new knowledge to other scientific fields.

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11/27/2011

Introduction to Solid Modeling Review

Introduction to Solid Modeling
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I read the book " Introduction to solid modelling" & I liked it because it gives a first hand exposure to solid modelling to the engineering professionals who are on the brink of trying to understand solid modelling & its uses in their respective area of applications. It also helps the "C" savvy engineering application developers to understand the intricacies in developing a cad package using solid modelling techniques.

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11/05/2011

Physics Modeling for Game Programmers Review

Physics Modeling for Game Programmers
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I've bought this book because I wanted to learn how to programm physics in my video games. Unfortunately the book boils down to presenting only basic mechanics to you. First, you need to skip about 150 pages of the book introducing Direct3D and the chapter dealing with DirectInput and game loops. If I start programming physics I'm most likely ready to do 3D graphics. Next, skip the appendix that contains an introduction to C++ and Windows programming.
Okay, now there are still 350 pages left that really deal with physics in this book. The good news is that the layout of the content for the physics chapters are a good selection. Even without any knowledge of mechanics the author guides you carefully from simple physical movement of point masses to the more complex behavior of rigid bodies. I really enjoyed how the whole topic is divided into single chapters to take them on one by one.
But then there are the drawbacks of this book. The biggest problem is that collision detection is nearly ignored at all. Okay, you have nice rigid bodies with realistic looking physics effects. But you cannot really use them in your programs because you need to read another book about collision detection first. Don't underestimate the need for a decent and *stable* collision detection system. Without that even the best physics implementation is lost. How do you want to let your body respond to a collision if you can't tell that there had been a collision? The author just uses static bounding spheres. That's a real pity because you would at least need collision detection for dynamic bounding boxes. You would also need this to calculate the points of collision needed for the physical collision response.
I'm stressing this point so much because with the what you learn from this book you are not able to have something as simple as a bunch of cubes falling down from the ceiling, colliding with platforms hovering in the air, and then resting on the floor. Obviously, you also can't have something more complex such as building a stack of two or more boxes piled on top of each other.
One thing that really annoyed me was the chapter about aircraft and spacecraft physics. Sounds like an interesting topic if you want to program your own flight sim, right? But you need to know that the demo of this chapter does not involve physics at all. Just a camera moving foward which can be rolled along the Z axis. But at least the author mentions the equations you can use to calculate lift and drag and strongly recommends that you do more research on aerodynamics if you want to implement a flight sim.
To conclude: Add 2 stars for a very good layout of the introduction from point masses to rigid bodies. But cut off three stars due to the lack of everything that would let you implement a simple but stable physics system you could use even in a simple 3D video game. In order to be able to do physics programming with this book you need to study another book about (dynamic) collision detection such as Ericson as well as a lot of papers you can find throughout the internet that discuss intermediate and advanced physics programming such as stacking and resting contact problems.

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Programmers who want to include 3D math and physics in a game have to wade through physics textbooks and dreary tomes on linear algebra and group theory, only to find that the material is too abstract to be used directly in their games. This book gives readers the skills they want and need to incorporate real physics into their games. As they work through the book, they will constantly develop tools, demos, and working games. The highly graphical demos ensure that instead of just reading about how to calculate the trajectory of a projectile, the reader will actually see a canon firing rounds toward the front lines. From the successful Game Development series, this book thoroughly addresses the specific needs of game developers.

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10/12/2011

Geometric Modeling Review

Geometric Modeling
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This book is a definitive introduction to geometric modeling. However, the sections on solid modeling and surface-surface intersection are lacking in depth. A serious reader may consider consulting books by Farin and Piegl for Geometric modeling and Hoffman/Mantyla for solid modeling.

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Describes and compares all the important mathematical methods for modeling curves, surfaces, and solids.Prepares the reader for more advanced topics, such as 3D modeling, CAD/CAM, animation, and scientific visualization.Incorporates references throughout the text to direct the reader to more specialized treatments of the subjects.Carefully designed illustrations and exercises support each mathematical concept presented.Offers hundreds of exercises to test the readers comprehension.


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