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Physics Modeling for Game Programmers
 
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Physics Modeling for Game Programmers (Paperback)

by J.Robert Ellis (Author), David Conger (Author)
1.0 out of 5 stars See all reviews (1 customer review)
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Product details

  • Paperback: 544 pages
  • Publisher: Premier Press; Pap/Cdr edition (12 Aug 2004)
  • Language English
  • ISBN-10: 1592000932
  • ISBN-13: 978-1592000937
  • Product Dimensions: 23.1 x 18.8 x 3.6 cm
  • Average Customer Review: 1.0 out of 5 stars See all reviews (1 customer review)
  • Amazon.co.uk Sales Rank: 986,791 in Books (See Bestsellers in Books)

    Popular in this category:

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

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Product Description

Product Description
Physics modeling is taking the game development industry by storm. It is a powerful tool for producing great-looking, realistic games. A simple model can create effects beyond the wildest expectations of programmers. Advances in processing speed and 3D rendering technology have revolutionized games. Games are closer to photographic realism than ever before. A good understanding of the underlying physics and how to implement it as a programmer are essential to making a really good 3D game. Physics modeling is becoming a part of the formal curriculum for Computer Science majors at universities. This book has great potential for adoption in the higher education market segment.

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8 of 9 people found the following review helpful:
1.0 out of 5 stars Waste of money, 17 Oct 2004
By A Customer
I bought this book with the hope of learning how to implement realistic physics in my games. What a mistake.

Before publishing a book it is normal practice to have someone proof read it. This clearly has not happened with this book. It is hard enough trying to grasp the maths involved without having to decipher the constant lazy typo's. The author also has the tendancy to change the notation used or introduce new notation without any explanation of what it means.

The sample programs that are provided to show you the theory in practice are a joke. The first interesting program is for chapter 8 Collision of point particles. Well it would be if it actually worked properly. The fact that the author is incapable of implementing one of the simplest things in the book leaves you with little confidence that the rest will be correct.

The most laughable thing about the whole book is the letter from the series editor Andre Lamothe. In it he say that the strength of the book is that it focuses on the detailed use of physics for actual game programming applications. The author follows this up with sample applications for a car and flight sim that are completely unrealistic.

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