Found in 7 comments on Hacker News
vvanders · 2022-07-22 · Original thread
Realtime collision detection[1] has a fantastic chapter in this with some really good practical examples if I remember right.

Great book, I used to refer to it as 3D "data structures" book which is very much in theme with this thread.

[1] https://www.amazon.com/Real-Time-Collision-Detection-Interac...

vvanders · 2022-04-24 · Original thread
If you're curious about this area, Real-Time Collision Detection[1] is one of my favorite technical books on this topic. While the title is "Collision Detection" it's basically data structures for 2D/3D. It's also the only algorithms book I've seen to actually have a section on CPU cache-aware algorithms instead of assuming you only care about big-O notation.

[1] https://www.amazon.com/Real-Time-Collision-Detection-Interac...

vvanders · 2020-03-28 · Original thread
Yup, so much truth here.

Take a look at Real-time Collision Detection[1]. I takes a great look at both algorithmic complexity and cache awareness. That's how it should be done.

[1] https://www.amazon.com/dp/1558607323

xx3000 · 2018-10-03 · Original thread
I would also add Real-Time Rendering[2] and Real-Time Collision Detection[3] to the list of absolutely essential game development books.

[1]https://www.amazon.com/Engine-Architecture-Third-Jason-Grego... [2]https://www.amazon.com/Real-Time-Rendering-Fourth-Tomas-Aken... [3]https://www.amazon.com/Real-Time-Collision-Detection-Interac...

vvanders · 2017-04-28 · Original thread
Along similar lines Real-Time Collision Detection[1] is a tour-de-force in spatial partitioning algorithms. It's basically data-structures for 2D/3D along with some really good coverage of common floating point numerical issues and cache friendly algorithms.

Easily the in the top 3 technical books I've purchased. Each page is solid gold and very little space is wasted.

[1] - https://www.amazon.com/Real-Time-Collision-Detection-Interac...

fsloth · 2016-01-10 · Original thread
If one is choosing C++ then performance is probably a part of the requirements equation.

These books discuss performant (and sometimes complex) C++ code - in the domain of computer graphics.

http://www.amazon.com/Physically-Based-Rendering-Second-Edit...

http://www.amazon.com/Real-Time-Collision-Detection-Interact...

About how to use the new threading standard: https://www.manning.com/books/c-plus-plus-concurrency-in-act...

chipsy · 2011-01-07 · Original thread
http://www.amazon.com/Game-Engine-Architecture-Jason-Gregory...

http://www.amazon.com/Game-Coding-Complete-Third-McShaffry/d...

Those two will clean up most of the biggest newbie mistakes, especially the Gregory one.

I also suggest this book for collision detection:

http://www.amazon.com/Real-Time-Collision-Detection-Interact...

However, I haven't found the book that can adequately explain integrating collision into the rest of the game. It's a tricky subject which I'm still learning and might write about someday.

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