Customer Review

7 of 9 people found the following review helpful
2.0 out of 5 stars Good intro. Nothing more, 30 Jun. 2011
This review is from: Game Physics Engine Development: How to Build a Robust Commercial-Grade Physics Engine for your Game (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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