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Game Physics Engine Development: How to Build a Robust Commercial-Grade Physics Engine for your Game.
 
 
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Game Physics Engine Development: How to Build a Robust Commercial-Grade Physics Engine for your Game. [Paperback]

Ian Millington
2.6 out of 5 stars  See all reviews (5 customer reviews)
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Product details

  • Paperback: 552 pages
  • Publisher: Morgan Kaufmann; 2 edition (26 Sep 2010)
  • Language English
  • ISBN-10: 0123819768
  • ISBN-13: 978-0123819765
  • Product Dimensions: 23.1 x 18.8 x 2.5 cm
  • Average Customer Review: 2.6 out of 5 stars  See all reviews (5 customer reviews)
  • Amazon Bestsellers Rank: 294,775 in Books (See Top 100 in Books)

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Ian Millington
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Product Description

Review

Praise for 1st edition: "The first game physics book to emphasize building an actual engine...his book fills a gap by demonstrating how you actually build a physics engine." - Dave Eberly, President, Geometric Tools. "A competent programmer with sufficient mathematical sophistication could build a physics engine just from the text and equations--even without the accompanying source code. You can't say this about a lot of books!" - Philip J. Schneider, Industrial Light & Magic.

Product Description

Physics is really important to game programmers who need to know how to add physical realism to their games. They need to take into account the laws of physics when creating a simulation or game engine, particularly in 3D computer graphics, for the purpose of making the effects appear more real to the observer or player. The game engine needs to recognize the physical properties of objects that artists create, and combine them with realistic motion. The physics ENGINE is a computer program that you work into your game that simulates Newtonian physics and predict effects under different conditions. In video games, the physics engine uses real-time physics to improve realism. This is the only book in its category to take readers through the process of building a complete game-ready physics engine from scratch. The Cyclone game engine featured in the book was written specifically for this book and has been utilized in iPhone application development and Adobe Flash projects. There is a good deal of master-class level information available, but almost nothing in any format that teaches the basics in a practical way. The second edition includes NEW and/or revised material on collision detection, 2D physics, casual game physics for Flash games, more references, a glossary, and end-of-chapter exercises. The companion website will include the full source code of the Cyclone physics engine, along with example applications that show the physics system in operation. This is a truly accessible text that allows even novice programmers to create powerful physics engines for their games. It covers particle effects, flight simulation, car physics, crates, destructible objects, cloth and rag dolls, and more. It supports each new concept with diagrams, code, end-of-chapter exercises and resources. This edition includes completely new material on: collision detection, 2D physics, casual game physics for Flash games. It has a powerful associated website offering: the full source code of the Cyclone physics engine, along with example applications that show the physics system in operation. The Cyclone engine has been used in commercial game development.

Inside This Book (Learn More)
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Front Cover | Copyright | Table of Contents | Excerpt | Index
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Customer Reviews

Most Helpful Customer Reviews
1 of 1 people found the following review helpful
By Kimo
Format:Paperback|Amazon Verified Purchase
The uncompromising truth about this book.

You will not build a Robust Commercial Grade Physics Engine with this book
(2nd edition) without Additional work.
Reason, There are so many mistakes, errors, flawed codes and lacking of
supporting maths at later pages. It's unprofessional! Over 90 pages in this book have errors and flaw codes of some sort. It's unbelievable that all those professional rewiewers of the 1st edition did not spot the mistakes in this book before it went to press.

You will need to download and read the full listings of the code and demo code to understand how the engine is put together. But unfortunately some of the code written in the book is missing from the full listing (the latest download) One of many examples, page 330 of the 2nd edition.

It possible to build a limited physics engine without reading the full listing and just read the book alone, but you will not understand how certain elements are put together, thus compromising developing a better engine than if you did.

This book is badly organised just like its source code taken from different sources.
The evidents is in the code itself, in the book as well as in the full listing.

Conclusion,

Be aware that this is a Badly organised book, flaw codes, full of errors, lacking supporting maths.
You are going to double your time in reading this book just to correct all the errors in it - this includes the appendix.
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4 of 5 people found the following review helpful
Format:Paperback
All in all, it was a decent introduction to physics programming. Having done A-level physics & maths barely anything new was introduced so the physics principles were faily straighforward. It was the programming that was quite tricky at times. Being a C# beginner-ish level, converting from C++ was faily easy (when combined with a bit of googling).
I highly recommended you have already programmed a basic 3D engine.
The first half of the book was quite clear and there was no need to look up any source code online. However, the reason for only 2 stars is the second half of the book. Big corners were cut. Concepts were explained without any code to go with it. Where there was code, methods/functions were often added yet not meated out until much later, meaning going through many chapters with just plain reading and coding without being able to test your engine (easily). Bits of code is dotted around and its rarely clear whether you're suppose to include that code, or where in the engine it should be placed. The most tricky part of the book, and the one I was most interested in learning, was collision detection. And this was the part where the most corners were cut. In the end, and really disappointingly, I've ended up having to copy and paste these sections of the source code from online (and re-writing to C#). If you do this you'll often find methods/functions that weren't covered in the book yet were fundamental to the engine.
If you're a good programmer you may get alot more out of this book. A good introduction but if you're interested in collision detection for rigid bodies, I really can't recommend this book.
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1 of 2 people found the following review helpful
Format:Paperback
As a games development student with an interest in physics in the real world I wanted to see how it would work in games, so I bought this book.

When I read the 1st and second chapter I was confused, more me than the book alot of info to take in, but when I was coding it I noticed some problems with the class members being public, this is bad practice, should have a accessor function, but moving off my main point.

During the 3rd chapter it shows a function but there is another function call in there to a function that hasn't been written into the code so this just calls a non-existent function that seems to be necessary.

Little disappointed with the book.
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