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Hardcover Game Physics Engine Development [With CDROM] Book

ISBN: 012369471X

ISBN13: 9780123694713

Game Physics Engine Development [With CDROM]

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Format: Hardcover

Condition: Good

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Book Overview

Simulating physics helps cutting-edge games distinguish themselves by making virtual objects behave as we expect them to in the real world. Physics engines are the software programs that run these simulations. Building an engine is difficult, however. There are a large number of new developers (and hobbyists) coming into this market who need help through this complex process. Current introductory books are inadequate; they don't bring enough real-world...

Customer Reviews

5 ratings

Excellent Book

I've been trying to develop my own game physics engine for some time and I have tried with several books but this is the first one that helped me to start developing real engine. Other books are either too theoretical or implement each concept independently while engine requires concepts to be implemented in a generic way.

Good depth + good explanations = good book

The author has obviously spent quite a large amount of time around physics and programming, and it really shows throughout the book that he has taken the time to make sure that he not only fully explains himself, but also make sure he has explained an appropriate amount of depth for the engineer who simply wants to make usage of the concepts. He does, however, make mention that he is primarily concerned with one particular kind of physics engine development (impulse based), and doesn't necessarily always makes full mention of alternative methods. He still does a decent job at explaining the core concepts along with increasing level of difficulty as the book progresses. For somebody who wants the most basic form of physics, this book is not suitable for that purpose: it is an intermediate level book. The first chapters start out at a very basic level (note: it is obvious to me that the other review by the guy from China saying this book is only beginner level material didn't bother reading beyond the first two chapters), but the rest of the book is clearly not beginner level material. However, this book is also not a substitute for a really advanced physics engine the likes of which Havoc and Ageia run off into. As well, the code implementations done by the author also reflect only an intermediate level of software engineering, but I admit that may just be an offshoot of simply trying to provide educational examples relative to the discussion. Overall though, a very good read. Make sure it fits your requirements first though.

A usefull book

is a very best practical reference to development a physic game engine. Another books, too many mathematics, other, very simple, this it is a book halfway among mathematics and practical code.

Good principles and gives you a feel for the workings :)

I found it a good read, and you can in most cases get a feel for what the writer is trying to achieve....he puts across the basic principle and then goes into a few ways of how you would compensate for such things, such as wobbling on the ground, multiple collisions etc. i.e. Introducing a few bodges etc to get a realistic look...rather than follow the maths to the letter. Its not what I'd call a basic book which usually cover a lot of spheres and single point collisions, but then its not as advanced as eberlys....its a good intermediate book...definetly worth a read if your new to physics. Happy coding =)

Awesome Book!

The book gives you step by step code on how to create a simple physics engine.
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