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The heart of any system that simulates the physical interaction
between objects is collision detection-the ability to detect when
two objects have come into contact. This system is also one of the
most difficult aspects of a physical simulation to implement
correctly, and invariably it is the main consumer of CPU cycles.
Practitioners, new to the field or otherwise, quickly discover that
the attempt to build a fast, accurate, and robust collision
detection system takes them down a long path fraught with perils
and pitfalls unlike most they have ever encountered. Without
in-depth knowledge and understanding of the issues associated with
engineering a collision detection system, the end of that path is
an abyss that has swallowed many a good programmer!
Gino van den Bergen's new book is the story of his successful
journey down that path. The outcome is his well-known collision
detection system, the SOftware Library for Interference Detection
(SOLID). Along the way, he covers the topics of vector algebra and
geometry, the various geometric primitives of interest in a
collision system, the powerful method of separating axes for the
purposes of intersection testing, and the equally powerful
Gilbert-Johnson-Keerthi (GJK) algorithm for computing the distance
between convex objects. But this book provides much more than a
good compendium of the ideas that go into building a collision
system. The curse of practical computational geometry is
floating-point arithmetic. Algorithms with straightforward
implementations when using exact arithmetic can have catastrophic
failures in a floating-point system. Specifically, intersection and
distance algorithms implemented in a floating-point systemtend to
fail exactly in the most important case in a collision system-when
two objects are just touching. Great care must be taken to properly
handle floating-point round off errors. Gino's ultimate
accomplishment in this book is his presentation on how to correctly
implement the GJK distance algorithm in the presence of
single-precision floating-point arithmetic. And what better way to
illustrate this than with a case study, the final chapter on the
design and implementation of SOLID.
About the CD-ROM
The companion CD-ROM includes the full C++ source code of SOLID 3.5
as well as API documentation in HTML and PDF formats. Both single
(32bit) and double (64bit) precision versions of the SOLID SDK plus
example programs can be compiled for Linux platforms using GNU g++
version 2.95 to 3.3 and for Win32 platforms using Microsoft Visual
C++ version 6.0 to 7.1. Use of the SOLID source code is governed by
the terms of either the GNU GPL or the Trolltech QPL (see CD-ROM
documentation for details).
About the Author
Gino van den Bergen is a game developer living and working in The
Netherlands. He is the creator of SOLID and holds a Ph.D. in
computing science from Eindhoven University of Technology. Gino
implemented collision detection and physics in NaN Technologies'
Blender, a creation suite for interactive 3D content.
*Explains the fundamental geometric and numerical concepts that
underlie the key algorithms of collision detection.
*CD-ROM includes the full C++ source code of SOLID, a well-known
library for collision detection, plus binaries and example programs
for Win32.
*Discusses algorithms for commonly used primitive types, such as
spheres, boxes, cylinders, cones, triangles, rays, and convex
polyhedra.
*Presents techniques for accelerating collision detection for
complex models and scenes.
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.
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