Best computer simulation books according to redditors
We found 74 Reddit comments discussing the best computer simulation books. We ranked the 34 resulting products by number of redditors who mentioned them. Here are the top 20.
We found 74 Reddit comments discussing the best computer simulation books. We ranked the 34 resulting products by number of redditors who mentioned them. Here are the top 20.
I've worked a lot on 3D in the past and photorealism is tough to nail correctly and to be objective in my criticism here, this picture of Wall-E is not really photorealistic. It's a good effort, mind you, but this setup requires little skill in modern rendering engines (for example, you can load a simple scene in 3ds Max, put an object there with mental ray materials, render it and you end up with similar result).
It's not about using HDR environment maps or more dusty materials, even the cleanest of materials can be made very photo-real. Photorealism is not about how clean something is, but how reflective-refractive surfaces are and how properly light has been set up. Light is the toughest thing to nail in any photorealistic rendering.
My own photorealism renderings are not that good either, so I know how tough this is to get right. For example: http://waher.net/wp-content/uploads/2008/10/soccerball.jpg and http://waher.net/wp-content/uploads/2008/10/koolitiirurender.jpg
In order to improve, I highly recommend you read through this book which covers subjects about how colors, shadows and light works since more than anything that is the way to get to actually photorealistic renderings:
http://www.amazon.co.uk/Digital-Lighting-Rendering-Jeremy-Birn/dp/0321316312/
Understanding the physics of light is very, very important.
Best of luck!
I believe that the most of city simulation games rely on two simulation techniques or their combinations:
Quick web search gave me a couple of books which might be relevant to learn both approaches:
The stream is posted elsewhere...
It was a giant, fancy SVVR meetup. Highlights for me.
STEM prototypes are starting to come out.
The Nimble Sense guy(s) were there, practically glowing... :)
Samsung was there demoing Gear VR.. Same experiences as Connect I think. Except now it's a buyable product. It got kind of steamed up for me but.. it was a super warm room on a rainy, wet night.. so not really a good test case.
Keith Kaisershot got Tron Light Cycles working on Windows now.. that was huge (for me... as I'm not a Mac guy). Remember that name. He's going to big things in VR.
CastAR was there showing their developer protos. Rumor is 4-5 months until release. I'm a backer.. but I'm still unsure about it. It's cool, but, AR is just different I guess.
Seebright is shifting to the AR space from pure Mobile VR (probably a good idea). I love these guys. They are so positive. Another nice thing is that they are open source/open idea/free access model. So, as they say 'no walled gardens'. Give them a look if you haven't yet. Simon Solotko SPOKE. That guy doesn't even need a microphone. I want to drink his brand of coffee though, he's amazingly energetic.
Jaunt was there and are about to release a bunch of stuff. New camera coming, more deals... I think they've really 'broken through' at this point and will start getting a lot of attention from the big names. VR Cinema is probably the first major consumer killer app. We all thought it was games, I think it's going to be movies, at least at first. Of course, I could be wrong.
EleVR was there. Open source VR video. I guess I'd say it's not as polished as Jaunt but with good reason but it's pretty good over all and it's open so.. what's not to like? Not sure how they afford to work on this full time but it's a good thing for them to be into.
Tactical Haptics was there showing the Ghostbusters demo which is a lot of fun. Basically, it's a Hydra with their Tactical Haptics grips making you feel the pull and shake of a 'slimer' ghost that you take down with a Ghostbuster gun. It's very compelling.. I really want them to get integrated with Stem, or have Oculus buy them, or something.. They really have a good, practical and SAFE solution for hand/grip haptics. I even think their tech could work on a glove if they could shrink it down a bit.
UploadVR is doing a big event in January in San Francisco. 1500 people geeking out over VR. Good times.
We all got a free Google Cardboard for showing up. (yay!) That was very nice.
I bought a really nice book about VR history from a VR pioneer. It's called: Sex, Drugs and Tesselation. I paid the guy $65.. it's available on Amazon for $30. I feel a bit put out by that!
http://www.amazon.com/Sex-Drugs-Tessellation-Revealed-CyberEdge-ebook/dp/B00OMGG5BG/ref=sr_1_fkmr0_1?ie=UTF8&qid=1418418869&sr=8-1-fkmr0&keywords=virtual+reality+sex%2C+drugs+and+tesselation
EH.. I'm over it.. :)
Speakers:
Alt-Space was there, no big developments to announce so if you're up to speed on their beta, that's where they are at. Very polished IMHO... still trying to figure out how the java integration will work but it's extremely promising.
Ethereon was a great little talk.. he got a bit drowned out by the rabble rabble of the crowd, but, he had some really valuable game play/game design tips in there... I'd like to pick his brain a bit more.
VRChat was there and dared a huge, complicated demo. It took balls of stone to attempt that and I give them a solid A... Here's why.. The presentation glitches are not their fault... but, a two man team is REALLY developing a great platform for an early metaverse. They are going to release a new SDK that will let devs 'easily' create a connected virtual world. I don't want to gush.. but, although this is rough around the edges still, it has all the hallmarks of something that could catch on and surpass all the big team efforts that are going on out there....
STEM: Amir spoke..for a while.. and presented the first STEM to Karl. Good times. I like the STEM guys.. all of them. I even told Scott (our hero community tech support guy) that they deserve to win in VR just because of how committed they have been to the community. What they are trying to do is hard. I don't know (yet) if it will catch on or if they can solve all the hardware/manufacturing problems they will face. But, let me tell you, if you haven't done the Lightsaber demo with STEM, you haven't ever felt like a Jedi. Star Wars Kid (tm) would blow his gourd over this. Keep working those long hours SixSense Team! I want my STEM!
Stomps was there.. doing stompy things. I've done that a bunch so I didn't visit them.
Notably Missing: Any of the 'deck based' motion setups.
There was one thing missing and I think we need to give some thought to next year. SVVR is a really great community and I think we should maybe step up next year and do something FOR the VR community. Either raise some money, get VR gear into schools, donate to Child's Play, give Karl, Nana and Bruce a little thank you... I have seen how much they put into it, and yes, they have a lot of recognition in the industry but that doesn't pay the bills.
Oh, I didn't see Crescent Bay this time.. the line was long and I had seen it at OC.. Tried to jump in at the end but got shot down by Security. I did talk to first timers coming out.. they were practically in tears. Tears of joy. :)
Lastly; it was a good time. Worth hydroplaning all the way up 101 during the NorCal "Rainpocalypse"
Any questions? I will expand or answer if I can. Sorry that I missed many people... I'll add as I remember.
Easiest introduction (too simple, but a great overview):
http://www.amazon.com/Introduction-plasma-physics-controlled-fusion/dp/0306413329/ref=sr_sp-atf_title_1_1?ie=UTF8&qid=1404973723&sr=8-1&keywords=francis+chen+plasma
Better introduction (actually has real mathematics, this is like the Chen book but better for people who want to learn actual plasma physics because it doesn't baby you):
http://www.amazon.com/Introduction-Plasma-Physics-R-J-Goldston/dp/075030183X/ref=sr_sp-atf_title_1_1?ie=UTF8&qid=1404973766&sr=8-1&keywords=goldston+plasma
Great introduction, and FREE:
http://farside.ph.utexas.edu/teaching/plasma/plasma.html
Good magnetohydronamics book:
http://www.amazon.com/Ideal-MHD-Jeffrey-P-Freidberg/dp/1107006252/ref=sr_sp-atf_title_1_1?ie=UTF8&qid=1404974045&sr=8-1&keywords=ideal+magnetohydrodynamics
Great waves book:
http://www.amazon.com/Waves-Plasmas-Thomas-H-Stix/dp/0883188597/ref=sr_sp-atf_title_1_1?ie=UTF8&qid=1404974079&sr=8-1&keywords=stix+waves
Computational shit because half of plasma physics is computing that shit:
http://www.amazon.com/Computational-Plasma-Physics-Applications-Astrophysics/dp/0813342112/ref=sr_sp-atf_title_1_2?ie=UTF8&qid=1404974113&sr=8-2&keywords=tajima+plasma
http://www.amazon.com/Plasma-Physics-Computer-Simulation-Series/dp/0750310251/ref=sr_sp-atf_title_1_1?ie=UTF8&qid=1404974148&sr=8-1&keywords=birdsall+langdon
Then there are also great papers, and I posted some links to papers in a previous post, but if you're asking to start, you want to start with Chen (and if it's too simple for you, move onto Fitzpatrick or Goldston). I also forgot to mention that Bellan and Ichimaru also have great books for introductory plasma physics.
EDIT:
I'd also like to add that I love you because this subreddit almost never ever mentions plasma physics.
is "the computational beauty of nature" http://mitpress.mit.edu/books/flaoh/cbnhtml/ still in press?
yup - http://www.amazon.com/Computational-Beauty-Nature-Explorations-Adaptation/dp/0262561271
i have no idea why this book isn't more widely known, but i would strongly recommend it. i always describe it as a "labour of love" because it's clear the author finds the subject awesome and wrote the book purely to share his enjoyment.
it doesn't cover crypto, but does have automata, genetic algorithms, fractals, and complexity theory. it includes code you can play around with, neat pictures, and lots of interesting ideas... if that's a bit fluffy/hands-on (it's more serious than you might think at first glance, so don't dismiss it too easily), gregory chaitin has written a lot on complexity - theoretical and meaty, but also quite readable - and i suspect you'll find that interesting.
crypto tends to be more mathematical once you start getting anywhere. the standard intro/practical references are by bruce schneier - he's got various books out and none of them are hard to read, but nor do they really get deep into anything. i also have koblitz's course on crypto and number theory. it's pretty readable, but also requires a lot of hard work (and may be out of date by now).
[edit: you know, i'm not 100% sure he has genetic algorithms in there and i can't find my copy to check. i'm pretty sure he does, but if that's critical, you might want to check. i would recommend the book anyway...]
This is a textbook for one of my classes.
Click the "Kindle" version and see what happens
A hash table is not a "Java thing", it's a term for a fundamental concept and data structure in computing.
For example, C#/.NET has a Hashtable class, and the C#/.NET docs for Dictionary describe it as follows:
> The Dictionary<TKey, TValue> generic class provides a mapping from a set of keys to a set of values. Each addition to the dictionary consists of a value and its associated key. Retrieving a value by using its key is very fast, close to O(1), because the Dictionary<TKey, TValue> class is implemented as a hash table.
The reason that both the Java and C# docs use the term "hash table", and say that HashMap and Dictionary are implemented as hash tables, is because "hash table" is the name for the concept they're both using. Pretty much all programming languages and operating systems use this concept heavily, as do databases, caching systems, and other kinds of software. Next to arrays, it's one of the most commonly used data structures for collections of values.
You should check out a book like Introduction to Algorithms. It will put your programming-language specific knowledge in a broader perspective.
I'm not a computer scientist but I play one on TV. My favorite book in this area is Gary Flake's, "The Computational Beauty of Nature". I've bought it as a gift for several people - it's that good.
http://www.amazon.com/The-Computational-Beauty-Nature-Explorations/dp/0262561271
No problem.
A solid understanding of python & logic also helps, but 90% of the dicking around you'll be doing will be in VEX, which is pretty much just vector math.
The handy thing about Houdini is that geometry operators and shaders are both written in the same language, so you can prototype operations in SOPs and then copy/paste the code/VOPs to the shader context and as long as you remember to handle the space transforms (shaders default to camera space, SOPs default to object space) everything just works.
This masterclass on fluid solvers is fantastic, it's what made DOPs really click for me, this is a good example of the math;
https://vimeo.com/42988999
Other books worth reading;
https://www.amazon.com/Fluid-Simulation-Computer-Graphics-Second/dp/1482232839/ref=sr_1_1?s=books&amp;ie=UTF8&amp;qid=1480804002&amp;sr=1-1&amp;keywords=fluid+simulation+for+computer+graphics+second+edition - full explanation of how fluid solvers work internally, probably overkill for most artists, but helpful if you want to break things, namely FLIP & Pyro.
https://www.amazon.com/Advanced-RenderMan-Creating-Pictures-Kaufmann/dp/1558606181 (this is quite old and deals solely with the old REYES algorithm, but contains a lot of information on how renderers work internally and a lot of it applies to VEX, which was designed to be very similar to RSL).
https://www.amazon.com/Physically-Based-Rendering-Third-Implementation/dp/0128006455/ref=sr_1_1?s=books&amp;ie=UTF8&amp;qid=1480803895&amp;sr=1-1&amp;keywords=physically+based+rendering This is an explanation of the workings of physically based renderers, but it's quite heavy going.
Here is a run down on the subject. I don't have experience with it besides looking at some articles and a couple talks on the application of agent based modeling in ecology. Talked with some REU mentors a lot about it, too.
Say you are interested in modelling the rate of disease in a population. We will assume that once you become infected, you stay infected. Typically, we would use one differential equation to model the rate of being infected and the rate of being susceptible to a disease over time.
You'd add in birth and death processes and eventually make your model more realistic for the disease spread scenario you are looking at. An issue that arises is: the spread of the disease could be stochastic, and individuals become infected without some deterministic formula (e.g. spread of disease is hard to measure even if you had alot of resources and money). You can turn your simple system of ODE's into a stochastic approximation using the Gillespie algorithm. The change from being susceptible to infected, as well as other parts of the system of ODE's, is now governed by a pseudorandom number generation process that is used to account for uncertainty of how the two groups work together.
The benefits of the stochastic approximation is you can have a carrying capacity (some asymptote) that is a positive integer, where as with a continuous system of ODE's you could get a result of, say, 12.3 infected individuals at t=500. The other added benefit is the acknowledgment and formulation of uncertainty in the real-life scenario you are trying to model.
Since computation is rarely an issue anymore, people started to wonder if instead of modeling groups of a population, we could model each individual of a population instead. Instead of having a system of two ODE's, or two stochastic ODE's, we have a system of 1000 individuals, each with their own formula. This has a lot of favor in ecology and biomathematics modeling.
Doing an agent based model on your own would be tough - there are programs that do the hard work for you. I don't know if SAS has anything; I know base MATLAB doesn't. R might.
This book looks good:
http://www.amazon.com/Agent-Based-Individual-Based-Modeling-Practical-Introduction/dp/0691136742/ref=sr_1_1?s=books&amp;ie=UTF8&amp;qid=1393906325&amp;sr=1-1&amp;keywords=agent+based+and+individual+based+modeling
Highly recommend the Ebook "Going Nowhere Fast in Assetto Corsa"
https://www.amazon.com/Going-Nowhere-Assetto-Corsa-2017-05-18-ebook/dp/B00NS918M4
Hey, I'm a CG Lighting artist by trade, I'll let you know some good resources that have helped me.
As a lighter, your goal is things things, Setting the mood/atmosphere, Shaping (making sure you can make out forms of the scene), and Leading the eye (I feel like there is a fourth, but I can't think of it this morning lol)
Some good books to read:
Color and Light: A Guide for the Realist Painter
Light for Visual Artists (hard book to find, but worth finding a copy)
Digital Lighting and Rendering(new edition coming out soon)
Great resources to start and help train your eye, studying films is the next step. Picking apart scenes to understand how and why they lit the scene the way they did, studying photography is a great place to look as well.
Also if you can afford it, TD-U has a fantastic online course from a couple of great instructors to help you on your way of understanding CG Lighting. If you can afford the class it will be a great place to start. I took the class last year and it was an AMAZING resource, I didn't know anything beyond the technical understanding of lighting, this course really helped me understand the artistic side of lighting. The instructors are great and very helpful.
anyways, hope that helps, if you have any questions feel free to message me.
This is based in large part on earlier, albeit more complex mathematical look at it, work from Gary Flake, i.e. "The Computational Beauty of Nature: Computer Explorations of Fractals, Chaos, Complex Systems, and Adaptation" https://www.amazon.com/dp/0262561271/ref=cm_sw_r_cp_apa_i_W89hDbENNDT86
Most artificial tree/plant evolution uses something like L-systems. L-systems are relatively easy to evolve. Here's a paper that does it, but it uses Mathematica, which isn't particularly popular. If you're looking for a book that touches on this subject, The Computational Beauty of Nature might interest you. Sean Luke's book Essentials of Metaheuristics touches on L-systems, and you can peruse it free.
/u/green_meklar is right. You can do it however you like, but if you're interested in how others have done it before, check out some of the links I pointed you to. Have fun!
Free textbook online $30 paperback
Https://Opendatastructures.org
Introduction to Algorithms https://www.amazon.ca/dp/8120340078/ref=cm_sw_r_cp_apa_i_GKcwDbNJ7GDJ2
Design Patterns https://www.amazon.ca/dp/9332555400/ref=cm_sw_r_cp_apa_i_sMcwDbY6S7ESR
These will cover major computer science concepts but as for actual programming theres books all over the place but they're nowhere near as useful as actually just getting in there and writing some code.
You can start with books like "Thinking Like A Programmer".
Just understand that programming is a tool you should get used to handling regardless of the form and the overarching principals of good software design is what computer science is really about.
I have a DFGT, and just started with racing sims earlier this year. I would start with an easier car like the BMW E30, or the Mazda MX-5 if you have the Japanese pack (definitely avoid 80's supercars to start with). Get good at driving those first. Watch videos, read books like "Going Nowhere Fast in Assetto Corsa" by Amen Zwa. I'd leave the setups alone for now. They are usually reasonable, though tweaking them once you get more familiar will help you shave off some additional time.
With the FFB, I think you are referring to torque steer, which can happen if you gun it with some cars, steering kickback or similar. There's also more resistance to turning as you go faster. That's normal.
Pedals are crap on the DFGT, but the brake pedal at least can be helped with foam blocks. (Skip through the video to get the idea - it's a bit long-winded.) You'll probably want to upgrade at some point. This is certainly not helping with spinning out at the corners.
The best thing anyone can do is read this book,witten specifically for Assetto Corsa:
https://www.amazon.it/Going-Nowhere-Assetto-Corsa-2016-03-23-ebook/dp/B00NS918M4
cit. "This book is a comprehensive handbook for race driving on Kunos Simulazioni’s Assetto Corsa simulator. It is not a gaming guide. What you will find here are technical topics covering graphics card optimisations, force feedback customisation, simulator configuration, race car dynamics, race car components, car set-up, driving techniques, racing rules, race strategies, race tactics, psychology of race driving, and handling guides for each car type. I also present the cornering lines for all laser-scanned tracks. I describe each track, corner-by-corner and bump-by-bump, with cockpit view screenshots."
I've read this book several times(700 pages on Kindle) and made me faster,more conscious of my limits and a better virtual mechanic.
Recommended for newbies and experts.....newbies find a new world of info,experts will find very useful tips and tricks.
ps
the author update the book at every patch of the game.
Your link looks like a pirated copy of the book. Here's the real one:
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https://www.amazon.com/Introduction-Design-Analysis-Algorithms-3rd/dp/0132316811/
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Levitin's book is great. I'd also recommend Sedgewick:
https://www.amazon.com/Algorithms-Parts-1-4-Fundamentals-Structure/dp/0201350882
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There's also a Java version of Sedgewick if that's your thing
Of course!
As I mentioned above, my team's job is to maintain proprietary software specifically for our visual effects artists. I'm specifically working on our "gas solver", which is probably exactly what you expect it to be: a solver designed for simulating gas. To be more technical, it's an incompressible Navier-Stokes solver, so it can actually be used not only for gas, but for dust, vapor, smoke, fire (think fluids) - anything whose math can be described by incompressible NS. However, liquids don't fall under this category because of a few mathematical details, the simplest of which is that fluids are first discretized into particles, whereas gasses are represented by a continuous density.
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If you're curious about the math behind this specifically, you can easily find a ton of papers about this topic. Or, if you're interested, the go-to textbook for this kind of work is https://www.amazon.com/Simulation-Computer-Graphics-Robert-Bridson/dp/1482232839.
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Hence, someone working my position would need to understand numerical PDE solvers (different types, stability, convergence, complexity/cost), numerical linear algebra (the projection solve of the NS equations is an expensive Poisson solve), and CS. Under "CS" for me, it's required that I know C++, a working knowledge of Python, git, parallelization, etc - all the pretty standard things you'd expect a software engineer to know.
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What I just described was only my project. Development of other software for simulating other physical phenomenon would require an understanding of very different equations and possibly different aspects of numerical analysis. I've included a few links to papers that are of interest to people on my team:
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https://www.seas.upenn.edu/~cffjiang/research/cloth/paper.pdf
https://disney-animation.s3.amazonaws.com/uploads/production/publication_asset/146/asset/splash_v12.pdf
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It depends on what you're looking for, really.
If you're just starting out, this is pretty fantastic. It primarily uses UnityScript but has a C# reference at the end of each chapter. I had a lot of fun starting with UnityScript and then porting the code to C# before checking it against the end reference.
This book pretty much compliments itself in that sense. It has the code for everything it goes over in both C# and Java and explains both, from what I can see in the preview. Most other books you'll find in javascript and C# won't have anything to do with unity and will probably go over a lot of unnecessary information.
Most other good books on unity guide you through making a game with the code base. Like this one: http://www.amazon.com/Unity-Development-Example-Beginners-Guide-ebook/dp/B00HJR6RLS/ref=sr_1_4?s=books&amp;ie=UTF8&amp;qid=1406571628&amp;sr=1-4&amp;keywords=Unity+Scripting
Not that that's a bad thing. The first book just goes a little more in-depth, from what I can read.
Check out these links...
http://learnunity3d.com/
http://activeden.net/category/unity-3d
And maybe purchase these books...
http://www.amazon.com/Unity-Game-Development-Essentials-Goldstone/dp/184719818X
http://www.amazon.com/Unity-Development-Example-Beginners-Guide/dp/1849690545/ref=pd_bxgy_b_text_b
http://www.amazon.com/Game-Development-Unity-Michelle-Menard/dp/1435456580/ref=pd_bxgy_b_text_c
Vray is not the solution to get a good render.
Vray is a tool you need to learn to get a nice render.
Learning how to light a scene is independent to the render engine you use and is definitely what you should aim for.
Classic but solid one is the book from Jeremy Birn : Digital Lighting and rendering (a guy from Pixar)
If you read this carefully, you'll learn the different type of lights needed to light a set, then how to use them in a 3d package. This book is not related to any specific software. If you understand how lighting works, you can have good result whatever the render engine is.
If you only rely on the automated GI, caustics and whatever fancy effects to light a scene, you'll never have good results.
A good online resource would be itchy's tutorial, that covers similar things as the book above, probably less in detail but cheaper.
This requires to read a lot, to test a lot but is worth the time invested.
Good luck
Entrepreneur Reading List
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I know, I know, and I am starting to work through this book:
http://www.amazon.com/gp/product/1849695261/ref=pe_226970_122930260_em_r_ti
I had an idea and figured I would try to do it.
I have read this
http://www.amazon.com/gp/aw/d/1849695261?pc_redir=1410434094&amp;robot_redir=1
And I think it's a great introduction to Unity
The Little Schemer series certainly stands out, as dos SICP.
The Computational Beauty of Nature has some of the best graphics I've seen in a computer book.
I like the clear use of graphics in Sedgewick's algorithm books, too.
I've read it, there is some good intro to the unity IDE. The game developed during the course of the book is a bit overly fussy for an introduction. That said, it does show how to approach the 'unity way' to solve design challenges (e.g. aligning objects to interact correctly in 3d space - the key into the chest lock).
This other book was pretty good - it has some good parts, again it has some good info on the IDE - but also using multiple cameras and masking for some very slick looking effects.
http://www.amazon.ca/Unity-Development-Example-Beginners-Guide/dp/1849690545/ref=pd_sim_b_2
Bouncing between these two books worked well for me.
Hi, I'm about to start a PhD in computational plasma physics in September, concentrating on simulating turbulent transport in the divertor region and the scrape-off layer of tokamaks.
I won a bit of money from my undergrad institution, and I thought it would be fitting to use it to buy some reference textbooks for my PhD. However, although it's easy to find books, it's not so easy to find good reviews of them. I haven't done much plasma physics before but I will be having a lot of lectures on it in September, so I think more advanced books would be more useful, as I will be recommended plenty of resources for the more basic stuff.
Some of the books I've been looking at are:
but I'm open to any suggestions. I'm particularly interested in books about computational methods, and maybe also about scientific programming in C++.
Thanks!
You can mix some of your hobbies into one, fellow simracer. Your desire for car knowledge can lead you at being a better driver. Using myself as a example, I have read this book to understand more about race techniques and this one to have a better general understanding of racing. I read them while I was bored at home or in a bus going/coming from college and at home I practiced those techniques.
Not the solution for all of your problems (I cant see a way to mix 3D modelling with anything else), but I hope that it helps a bit.
http://www.amazon.com/Oculus-Rift-Virtual-Reality-ebook/dp/B00DDXLM94/ref=sr_1_1?s=digital-text&amp;ie=UTF8&amp;qid=1371299310&amp;sr=1-1&amp;keywords=oculus+rift
I got a lot out of Digital Lighting and rendering, especially considering the cheap price.
It's up!
I hope it helps you. I still have a few minor formatting issues from the .mobi conversion, but the material looks good. Let me know if you have any questions or requests.
For me one of the best is Introduction to Design and Analysis of Algorithms by Anany Levitin
This one is great:
http://www.amazon.com/Unity-Development-Example-Beginners-Guide/dp/1849690545/ref=sr_1_1?s=books&amp;ie=UTF8&amp;qid=1415211257&amp;sr=1-1&amp;keywords=unity+3d+game+development+by+example+beginner%27s+guide
http://driver61.com/uni
https://www.amazon.com/Going-Nowhere-Assetto-Corsa-2016-03-23-ebook/dp/B00NS918M4
> How much would a 3d, eventually VR, electromagnetics simulator/visualizer be used?
It sounds like you're thinking of implementing this yourself? I'm just gonna warn you:
Anyway, I don't mean to discourage you. If you want to check out some neat EM simulations, Warp is open-source and has been used to produce a lot of published research results, and googling around leads to me a few other open-source packages (Puma-EM, for example). VSim is commercial, but I know that a) if you're a student and you contact them you can probably get an evaluation license for like four cores and b) the software comes with a ton of example simulations that you can run and play with.
If you're more interested in implementing the algorithms yourself, this book is a decent introduction.
Hacking: The Underground Guide to Computer Hacking, Including Wireless Networks, Security, Windows, Kali Linux and Penetration Testing https://www.amazon.com/dp/B077BRS413/ref=cm_sw_r_cp_api_T3jaCb7YWNE3T
I say anytime you can learn about the issues with systems, the better off you’ll be implementing them.
Oh hey here’s one
Here’s another
The thing is, There are pretty much more then a dozen RTS games out there, and I think Im selling it short, so to buy him a book about RTS games in general is practically impossible, because they vary a lot in theme, and in gameplay, you could become an expert in one game, say, Age Of Empires 3, and be completely obliterated in online multiplayer in Starcraft II, or be an expert in Command & Conquer 3, but struggle A LOT with Homeworld, just because even though all those games share quite a few similarities, they just do not work exactly the same, you could apply some very general strategic thinking of course, but ultimately, you would have to modify the details, for the different intricacies that each game offers.
Just Imagine, Ill tell you some themes and/ or types of games that belong in the RTS category but are kind of different from one another:
Historic (Kind of): Age Of Empires(Medieval), Rise Of Nations (Medieval- Modern Era)
Fantasy: Lord Of The Rings: Battle For Middle Earth 2, Warcraft 3
Scifi: Starcraft 2, Sins of a Solar Empire, Command & Conquer 3, Homeworld, Supreme Commander 1, 2
World War 2: Company Of Heroes 1, 2, Men of War
All these games, being RTS, have similarities, but have features that make them distinct from the others. Some of these Features can be pretty unique, and so any special tactic, or strategic plan you use for one game will almost definitely not work for the other.
So If you would really like to buy him a book, I think you would have to get to know some, or at least one of his favourite RTS games that he is playing, and look for a gameplay guide for that game in particular, I think there are some out there
Well, I hope you have good luck finding that book
I guess you could ask again here when you get info on what game or games he is playing right now, hehe
edit: another thing that I thought you could do is, having known one of his favourite RTS games, you could search for art related to that game, such as posters, Battle unit portraits, map designs, etc. Print them, and have them framed, and also give that as a gift maybe...
Edit 2: Ok, So I got curious, and searched a little, this is what I could find:
Strategy Games: A Strategic Introduction by Steffen Von Urydberg https://www.amazon.com/dp/B07JR1QCJS/ref=cm_sw_r_tw_dp_U_x_QFbADb53VS8E3
It looks very generalized, but it may cover up, kind of, what you were asking, and relate to all strategy games
Cheers!
I guess computational economics is many different things to many different people. Easiest way to combine your degrees would probably be to look into something like machine learning applied to the domain of economics. Related is the whole area of financial engineering. There are quite a lot of MOOCs that cover various aspects of that.
An area I find very interesting is Agent Based Modeling. It's still not a very respected field though it has grown quite a lot. A good introductory book is Agent-Based and Individual-Based Modeling: A Practical Introduction. It's a bit on the practical side but a very nice read. If you want to go further into that area, there are many areas of research that combine CS and economics.
Maya Python for Games and Film is a great book to get started with, as well as Rob's book from tech-artists.org. The tech-artists site has a really helpful and friendly community as well.