3D Puzzles Books
Related Subjects: Wooden Puzzles
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Utterly Unique 3D ArtReview Date: 2008-08-31

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Magnet Puzzle Pad Review Date: 2008-01-19
A take-it-with-you book to provide endless hours of interest and intrgue.
Definitely worth the price.


A collection of outstanding manipulative puzzlesReview Date: 2008-07-19
*) Hog-tied in the saloon - a puzzle where two card dealers are supposedly tied together
*) Babylon - a puzzle where you slide numbered tokens from one side to another never putting a larger number on top of a smaller number
*) Jumping frogs - sliders containing a green frog on one end and an orange frog on the other are to be moved from one configuration to another without violating intermediate rules
*) Four-square fold - a slider puzzle where each slider has four colored sections
*) Crossing the bridge - four blue cars are on one side and four red cars on the other and the goal is to reverse which color is on which side
*) Pyramaze - a maze where you are to traverse a three-dimensional pyramidal maze
*) The pairing maze - in this case the goal is to move colored balls along a maze into a selective rearrangement
*) Hampton court maze - a replica of the hedge maze of the time of Henry VIII.
*) The beer glass puzzle - in this case the goal is to rearrange sliders so that a man disappears and a glass of beer appears
*) Get off the Earth - the classic Sam Loyd puzzled of the disappearing Chinese warrior
*) Double image, a folding jigsaw puzzle - in this case you are to take the pieces of a picture of the Mona Lisa and fold it so that it displays a picture of Marilyn Monroe
*) The folding magic square - in this case, you are to fold a flat structure so that the colors in the cells have a particular alignment
*) The Lo-Shu magic square - placing numbers in a 3 x 3 grid to make a classic magic square
*) The magic square - order four - in this case you are to fill in the remaining cells of a 4 x 4 grid to make a magic square
*) The flexi-square - you are to fold a piece of paper to make particular designs
*) Minimal length ruler - you are to slide markers to positions on a ruler so that you can measure every distance from 1 to 16 units
*) Minimal length circles - a circle is divided into seven equal distances and your goal is to place three markers on the circle so that all distances from 1 through 7 can be measured
*)Love me, love me not - you start by placing 13 bee markers in the center and you are to move them to an alternate configuration without violating any rules
*) The illusion wheel - a series of line segments is drawn with markings on them. Your goals is to determine which segment is divided exactly in half by a marking
*) The magic room - in this case you are to fold a three-dimensional structure so that it has a specific configuration
*) Space rescue - a set of 49 images of space aliens is given and you spin a spinner. The first person to recognize the image having the characteristics of where the spinner landed is the winner
*) The great escape - in this case the user is to manipulate a figure containing an image of Harry Houdini so that it can escape
Solutions to all of the puzzles are included if you get frustrated. As is generally the case when I encounter puzzle books, I spent a lot of time working through these puzzles, although I can't really complain. Time spent working quality puzzles is by definition not time wasted.

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Eye funReview Date: 2008-07-08
It's fun enough for me.Review Date: 2008-05-03
Some see where others can only look!Review Date: 2007-03-17
The last book like this that I reviewed was Magic Eye II ;which I reviewed on May 25,2004. That book was published in 1994 ,several years after we first became familiar with these 3-D or Stereograms. This book was published in 2004 and we can see that there has been considerable advances in this artform.The one characteristic of these pictures has been that thay are easy to identify because of the repeatibility of about 6 panels or bands. This has always been a dead giveway.
The thing most noticeable is that the bands are much less obvious.The picture on page 11 is so good that one would hardly suspect as having floating beans within it.The picture on page 33 is very obviously a 3-D picture but at the same time is an excellent "floater".Of all the pictures,the one of the gravel on page 39 was the most interesting to me. It is so good,that one would likely not even suspect it to be a 3-D picture,unless it was in a book like this.I guess the ultimate would be when a picture is created that shows no signs of repeatibility at all. At that point you would have the perfect "hidden picture".
By far the biggest difference with this book in in the claims of how these images can be used to improve vision and all other sorts of things. The book is sprinkled with many testimonials from people who have experienced great things.I have considerable problem with accepting this stuff without the research and science to back it up.Otherwise;it has to remain in the area of "alternative medicine".It does not surprise me that there is a Disclaimer to the claims on page 2.
Nonetheless this is a good book showing how much 3-D pictures have improved since the early 90's.
It really does ease eye strain.....Review Date: 2006-02-05
good pictures, bad textReview Date: 2005-08-28

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Good stuffReview Date: 2005-02-10
Please keep in mind this book is for physics simulations for video games. We can't yet simulate the universe on an atomic scale in a PC game and expect a frame rate of more than 1 frame per millenium at this point in time.
I own all all of Dr. Eberly's books and I find them all my most useful books. The only other graphics book I use alot is my Graphics programming by James Foley. The nice thing about Dr. Eberly's book is that the code for most of this is on his website, so if you get stuck on how to implement something looking at the source code can help you further understand the maths and equations. I recommend to buy this if you are willing to put in the effort to understand the maths, but if you have a phd already you might not need it than.
GREAT book, if you don't fear mathReview Date: 2006-01-03
I would suggest only one change to it: there's a chapter on shaders which is pretty much useless - it's very superficial as it doesn't teach shader writing, and doesn't teach hwo to use shaders for physics - I'd suggest that it be changed to include GPGPU methods for physics instead.
Other than that, the book is great, and the only one I've seen that actually covers heavy-duty, real-world simulation and not just silly approximations for special cases.
Hides or glosses over essential detailsReview Date: 2006-07-30
Chapter 5, on physics engines, which the author himself says is the heart of the book, is woefully inadequate. He talks about the equations and features he wants to implement, and shows code snippets for the features, but there is one essential component that is missing - block diagrams and accompanying discussions that illustrate how all of these pieces fit together. A crate full of clearly labeled mechanical parts does not an automobile make.
Next we come to one of my areas of interest and one of the main reasons I bought this book in the first place - Chapter 6, "Physics and Shader Programs". The author certainly hits some fascinating topics - ocean waves, skin and bones animation, etc. However, once again the author skips what is between the basic physics equations that comprise these effects and the implementation of these equations and effects in code. The code that he does show is in NVidia's Cg language. So if you don't know Cg, the code is undecipherable. I would have preferred algorithmic pseudocode. Then I could implement the effects in the language of my choice.
The last four chapters of the book take an uptick in quality. These chapters are strictly on numerical methods, and I can't believe they are written by the same author that wrote the first six chapters. There are fairly good discussions and examples on the subjects of linear and mathematical programming, ordinary differential equations, numerical methods, and quaternions, and also how these mathematical methods fit into solving problems in physics. They are not self-contained tutorials, but they are a good summary and review for the physics student who has already had some exposure.
I really can't recommend this book as anything but a reference. Its merits are mainly the tying of mathematical methods to physics and good basic discussions on some topics. But where the rubber meets the road - answering the questions of "How does one go about building a physics engine?" and "How do I implement physics within the confines of a computer game?" I think that this book is a failure. I give it three stars only because the author obviously put a lot of effort into the work, and what he does write is not incorrect.
If you are interested in game physics I recommend "Physics for Game Programmers" by Grant Palmer. It takes an engineer's viewpoint of the subject and features plenty of examples in Java of how to simulate explosions, lasers, and the motion of various classes of vehicles. There is no discussion of game engines, though. A good reference on college level physics can be found in the most recent edition of Schaum's Outline of College Physics.
Falls short of its titleReview Date: 2004-03-17
The main problem with this book is the treatment is incomplete, superficial, or just wrong (from a physics/math point of view), and the typical programmer/computer scientist is not likely to know it. I am reminded of the great fluid dynamicist von Karmen's definition of an engineer as that person who perpetuates the mistakes made by the previous generation. The REASON a game programmer can get away with this is that he is not testing his results by real experiment...his world is a computer generated simulation with arbitrary approximations to physical laws that the programmer deems to impose.
The other problem is that there are usually a multitude of techniques that one can pick to solve a given mechanics problem...and what would have been really valuable is if the author had shown why a particular method is better (for example, Newton's Laws vs. Lagrange's Equations) when the time comes to code the algorithm. We are not looking for Eberly primarily to teach us physics (but if he makes the attempt, it should be correct!)-that is always going to be the job of physics courses. Instead, he needs to tell us which method is useful for coding and why-this, sadly, he has not done.
As an illustration of what I mean...look at how Petzold in `Programming Windows with C#' discuss the elementary process of using GDI+ to draw a curve. There are two approaches, using rectangular coordinates, or using parametric equations (polar coordinates). Petzold explains WHY the parametric approach is superior from a programming point of view.
Any advanced sophomore or junior physics student will know most of the physics presented here (classical mechanics)...but in addition, they will also know the CORRECT statement of conservation of angular momentum (the author got it wrong) ...AND they will have a deeper understanding, because they will have likely studied something like Marion's Classical Dynamics which is rigorous and physical. Especially egregious is Eberly's twice incorrectly defining an inertial reference frame. In classical mechanics, an inertial reference frame is one in which Newton's laws are valid.
Same comment for the math...The math is maybe sophomore/junior level (except for the Quaternions)...but it is not rigorous nor is it motivated, and sometimes it is wrong. Compare Eberly's terse treatment of the delta function with Marion's motivated and physical discussion. Also, we see things like interchange of limits and integration, without explaining when this is mathematically legal. Then there is the unmotivated vector spaces treatment. Eberly goes to the effort to define a field, but then restricts his definition of a vector space to having real coefficients...Then why bother defining fields if you are not going to use them. We are given the mathematician's definition of the determinant (i.e., the unique, alternating, n-linear function with identity) but this is completely useless from a computational view! If Eberly wants to present some advanced linear algebra, then some tensor analysis would have served the game programmer better, as it is often used in continuum mechanics and fluids, neither of which are discussed by the author. He had a perfect opportunity in the Affine Algebra chapter when he stumbles upon the Levi-Civita tensor, which he then dismisses as unimportant! The Affine Algebra chapter is really bad from both a physics and a geometry view. First, a physicist does not think of a vector as something with direction and magnitude, and a geometer is more inclined to think of them as a derivation. Second, affine spaces are too weak a tool to use to distinuish points from vectors, though we do mod out the origin..this really needs a manifold with vector fields and parallel translation. Third, linear algebra is the study of vector spaces and isomorphism.
There is a chapter on numerical methods, but again incomplete! We should have at least got Numerov's method and some Monte Carlo techniques.
The chapter on shading is ridiculous from a physics point of view. Essentially we have Snell's law, and a cursory reference to Fresnel and that's it...Evidently, the author was not up to discussing some real physics ala Maxwell. Why spend so much time on classical mechanics, and then almost totally dismiss optics with a non-physical discussion? We don't even get Huygens principal. But we do get a wrong definition of polarization of light.Thankfully, he did not try to define helicity.
In summary, this book
has two uses:
1) It presents a list of physics and some numerical methods which the game programmer will find useful, and
which he will then go ELSEWHERE to actually learn. (I can recommend Landau (of OSU, not Russia) "Computational Physics" and
also the CUPS Physics Simulations books for excellent starters.)
2) There is the happy possibility that a budding game
programmer, in his pursuit of the knowledge to build a better computer game, will discover the much more interesting game
called Physics.
The best of Physics for Real-Time Computer GraphicsReview Date: 2004-03-08
This book can be compared with Coutinho's "Dynamic Simulations of Multibody Systems". I believe the latter covers more materials, but Eberly's is easier to read. The book would be almost sufficient if you also have his previous book "3D Game Engine Design".
I am not sure why the author wrote chapter 4 and 6. I suppose these can be left out. It would have been more compact.

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BooksReview Date: 2008-03-27
something wrong with editingReview Date: 2007-11-16
LOADS OF IMAGINATION AND FUNReview Date: 2006-03-08
DANA AND CRYSTLE SALISBURY
FLORIDA
Magic Eye IIIReview Date: 2002-12-27
AwsomeReview Date: 2001-12-19

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Difficult algorithm's Review Date: 2008-11-21
Best book on speed cubing - periodReview Date: 2008-09-08
I really enjoyed the sections on the 2x2x2, 4x4x4, and 5x5x5 cubes as well and was surprised how easy they were to learn.
I just have two small gripes with the book, both of which have to do with the printing and binding more than the content (which is why I still gave it 5 stars). First, the book has a number of printing errors in it, mostly in the 5x5x5 section. Fortunately if you go to Dan Harris' website he has all the corrections posted. Secondly, it would have been nice to have this book published with spiral binding (even if the book cost more) - it's just impossible to lay it down on a table to look at the algorithms without placing a large heavy object on the book to keep it open.
Speed Solving THE CUBE Review Date: 2008-08-16
The first step to becoming a speed cuber starts with this book!Review Date: 2008-06-20
The sections on the 2x2, 4x4, and 5x5 cubes are also very easy to follow. There is one typo that I found in the 5x5 chapter. The algorithms in Table 8.3, p125 are wrong: they are written (R r) U (R' r') U (R r) (U2 u2) (R' r') (R r) and (R2 r2) U (R2 r2) U (R2 r2) (U2 u2) (R2 r2). I spent a frustrating 10 minutes trying to figure out why I couldn't complete the centers. I found that the correct algoritms are (R r) U (R' r') U (R r) U2 (R' r') and (R2 r2) U (R2 r2) U (R2 r2) U2 (R2 r2).
At the end of the book there is also a chapter that has algorithms for all sorts of cool patterns that can be applied to an already finished cube.
This is a great book and no true Rubik's fanatic should be without it!
A serious cubing bookReview Date: 2008-05-19
Would this book be suitable for a cubing novice? That's a tough call. The book does start from scratch teaching a basic solution, but I feel other resources online are a little clearer for the absolute beginner. However, a dedicated learner could work entirely from the book. Just keep in mind that pace is very quick, and the author doesn't do that much hand holding.
Would this book be suitable for an experienced speed cuber? That's hard to say, since I'm not in that category. If you follow another solving system, the book should be a very easy introduction to the authors strategy. I suspect that no matter where you are, you'll get a few new algorithms and tricks. There's also the 2x2x2, 4x4x4 and 5x5x5 solutions, which ought to provide additional value to the hardcore cuber.
This book is deceptively short. Although it weighs in at barely 160 pages, there's really a lot of content if you work through the material. It's taken a week to work through the first 50 pages, and that's just the intro material. I suspect it will be months, if not years, before I've even come close to exhausting what the book has to offer. In that regard, it's a tremendous value, and I can wholeheartedly recommend the book.

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Awesome!!!Review Date: 2006-03-17
Informative and InspiringReview Date: 2005-04-29
Informative, Indepth, but...Review Date: 2005-07-13
First off, the book is loaded with a ton of -- yes! -- essential information! Likewise, the basics are covered quite thoroughly and in such a way that the reader does not become too overwhelmed. Basic concepts relating to the world of 3D are covered along with Lightwave specific terminology. The author receives high praise from me in this particular area. Spanning 20 chapters, an epilogue, three appendices, and a reasonable index, the book introduces the user to Lightwave.
The tutorials are laid out in a linear and numbered fashion. The reader who is comfortable enough with the program will have no problem with this; however, there are many parts in the book where steps are missing or the illustrations don't seem to match up with what is being presented. Take, for instance, chapter six, step 15 -- the user is instructed to drag a selection box around the top of their model and press the delete key. Seems simple enough, doesn't it? Well, everything is not always as it seems, because the authors seem to have forgotten to instruct the user to change Grid Snap to None under the Display Options | Units window. This is just one example of several in which steps were left out or utterly confusing. Enough of the bad points about the book however, because there are MANY more good ones.
The CD-ROM that comes with the book is also particularly useful, and I've not come across an item that was referenced in the book and not on the disc. There are even points in the book where the user is able to load objects and work from that point to the objective. The appendices in the back of the book are loaded with VERY useful information on an assortment of subjects. Are you looking for plug-ins and programs suggested by the pros? This book has a comprehensive list of them that will get you headed in the right direction, if not to your destination! Are you looking for resources on Lightwave online, such as particular websites? Guess what! This book lists them along with descriptions and screen captures of the sites, such as: Newtek, Flay, CGTalk, and many more!
I would suggest that you pick up this book with the fore-knowledge that you need to have the Lightwave [8] interactive PDF help-file loaded. This is definitely a title that will get you started on the right path to conquering Lightwave and, with diligence, mastering it.
great for beginnersReview Date: 2006-07-04
The author writes with a sense of humor and personality. Therefore, it's not boring to read. However, it can sometimes be long-winded.
I didn't give it five stars because the author often skips steps. While some steps the author skips because he has gone over them before (which is good), other steps are completely new and necessary yet are omitted. You then waste a lot of time trying to figure out for yourself how to get to the next step.
Overall, if you want to get started with Lightwave, I recommend using this book coupled with the Lightwave help.
A thorough guideReview Date: 2005-06-06
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This is the best book ever written on how to make puzzles.Review Date: 1998-08-10
No math? Are you JOKING?Review Date: 2001-12-03
If you're at all interested in mathematical puzzles, or symmetry, or geometry, or woodworking, you MUST buy this beautiful book! But if you're looking for a book of numbers and formulas, buy something else.
An Excellent ResourceReview Date: 2000-02-15
Good enough book, I suppose, but horrible misadvertisedReview Date: 2000-07-27
My favorite puzzle bock!!Review Date: 1999-05-07

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AwesomeReview Date: 2008-08-11
Good guideReview Date: 2008-03-13
with a clear explanation on basilary concepts. It provides a summary on basic
3D mathematical concepts. This is excellent to refresh this topic but not for
learning but, on the other hand, it is not the aim of the book.
The 3D examples have been made with 3DStudio and LightWave but not with Maya
which would have been appreciated considering its use in real world 3D
applications.
The chapter on distribution of the game on the market is really interesting. It
provides practical examples on possible distribution channels on the market.
For instance, the creation of a paypal-enabled web page created to distribute
and sell the mobile game on the market has been really appreciated.
Unfortunately, the porting of the game on the various target devices has been
discussed with superficiality, without any detail, too much generic with very
little usefulness.
It would have been nice to see some screenshots of the implemented games as
examples in the book, just to have a general idea on the final game appeal.
Overall, I highly recommend this book since I effectively learned the basic on
3D mobile game programming.
Very goodReview Date: 2007-07-27
Great read!Review Date: 2007-05-08
Recommend to anyone interested in getting started for J2ME 3d game development.
Will be looking forward to your next book.
Related Subjects: Wooden Puzzles
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Levine & Priester already have a couple of books out there, but I far prefer their latest, Hidden Treasures 3D Stereograms. I highly recommend this book to anyone with the interest and the patience to learn how to view 3D stereograms. It's worth the effort, believe me!