ed at the game developer or student/hobbyist interested in
physics, Physics for Game Developers reviews all the math 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
math-averse, the author's clear presentation and obvious
enthusiasm for his subject help make 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 basic equations needed to understand
velocity, acceleration, kinematics, and kinetics, among other
concepts. A knowledge of college math (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 modeling
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;
modeling fluid drag for ships; and braking behavior 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 behavior of
each body in motion for a variety of equations.)
Modeling 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
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 math. --Richard Dragan
Topics covered: Mathematical formulas and sample C/C++ code for
physics for simulations and games, basic concepts in physics,
Newton's Laws of Motion, coordinate systems and vectors; mass,
center of mass and moment of inertia; kinematics (velocity and
acceleration), constant and nonconstant acceleration, 2-D and 3-D
particle kinematics, rigid body kinematics, angular velocity and
acceleration, force (force fields and friction, fluid dynamic
drag, buoyancy, springs and dampers, torque), 2-D, 3-D, and rigid
body kinetics; collisions (impulse-momentum, impact, linear, and
angular impulse), projectiles (simple trajectories, drag, the
Magnus Effect, variable mass), simulating aircraft (geometry,
lift and drag, controls), simulating ships (flotation, volume,
resistance, and virtual mass), simulating hovercraft and cars
(including stopping distance and banking during turns), basic
real-time simulations (integrating equations of motion, including
Euler's Method), 2-D rigid body simulator, implementing collision
response (including angular effects), rigid body rotation
(rotation matrices and quaternions), 3-D rigid body simulator for
an airplane (including flight controls and rendering), multiple
bodies in 3-D (including implementing collisions), particle
systems, reference tutorials for vector, matrix, and quaternion
mathematical operations.
- Used Book in Good Condition.