Physics for Game Developers Book + PRICE WATCH * Amazon pricing is not included in price watch

Physics for Game Developers Book

Aimed at the game developer or student/hobbyist interested in physics, Physics for Game Developers reviews all the maths for creating realistic motion and collisions for cars, airplanes, boats, projectiles, and other objects along with C/C++ code for Windows. While this authoritative guide isn't for the "mathphobe", the author's clear presentation and obvious enthusiasm for his subject help makes this book a compelling choice for anyone faced with adding realistic motion to computer games or simulations. It's the clear, mathematical presentation here that makes this title a winner. Starting with the basics of Newtonian mechanics, the author covers all the equations needed to understand velocity, acceleration, kinematics and kinetics, among other concepts. A knowledge of college maths (including calculus) is assumed. (Appendices review the basics of matrix and quaternion mathematics for those needing a refresher.) Central to this book is its presentation of modelling projectiles, airplanes, ships and cars. The author first presents essential mathematical concepts for each kind of object. (For instance, pitch, yaw and roll, and lift for airplanes, modelling fluid drag for ships and braking behaviour for cars.) For many chapters, Bourg then presents Windows-based DirectX programs in C++ to illustrate key concepts. For example, you can experiment with different parameters to view a cannonball's path. (On their own, these programs make this book a great companion text to any advanced high-school or college physics course since students can see the effect of each variable on the behaviour of each body in motion for a variety of equations.) Modelling collisions is a central concern here (a necessity, of course, for action games). To this end, the author provides collision detection and the mathematics of 3-D rigid bodies for simulating when bodies collide. As the sample programs get more involved, the author discusses techniques of tuning parameters for performance. A standout chapter here models a fluttering flag using particle systems. In all, this text proves that physics and computers are a perfect match. The author's patient and clear mathematical investigations of common formulas and concepts can add realistic motion to any computer game, as well as help teach essential concepts to any student or hobbyist who's interested in physics and doesn't mind a little college-level maths. --Richard DraganRead More

from£34.50 | RRP: £30.99
* Excludes Voucher Code Discount Also available Used from £4.71
  • ASDA

    By applying physics to game design you can realistically model everything that bounces flies rolls or slides to create believable content for computer games simulations and animation. This book serves as the starting point for those who want to enrich games with physics-based realism.

  • 0596000065
  • 9780596000066
  • David M Bourg
  • 13 November 2001
  • O'Reilly Media
  • Paperback (Book)
  • 336
  • 1
As an Amazon Associate we earn from qualifying purchases. If you click through any of the links below and make a purchase we may earn a small commission (at no extra cost to you). Click here to learn more.

Would you like your name to appear with the review?

We will post your book review within a day or so as long as it meets our guidelines and terms and conditions. All reviews submitted become the licensed property of www.find-book.co.uk as written in our terms and conditions. None of your personal details will be passed on to any other third party.

All form fields are required.