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Physics for Game Developers
 
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Physics for Game Developers (Paperback)
by David Bourg (Author)
2.8 out of 5 stars  (9 customer reviews)
RRP: £28.50
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Product details
  • Paperback: 336 pages
  • Publisher: O'Reilly Media, Inc. (13 Nov 2001)
  • Language French
  • ISBN-10: 0596000065
  • ISBN-13: 978-0596000066
  • Product Dimensions: 23 x 17.8 x 2.4 cm
  • Average Customer Review: 2.8 out of 5 stars  (9 customer reviews)
  • Amazon.co.uk Sales Rank: 259,065 in Books (See Bestsellers in Books)

    Popular in this category:

    #7 in  Books > Computing & Internet > PC & Video Games > Programming > Maths & Physics

    (Publishers and authors: Improve Your Sales)
  • See Complete Table of Contents

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Product Description
Amazon.co.uk Review
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 Dragan

Computer Shopper, April 2002
This book is highly recommended to both game programmers and physics teachers.

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