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Physics for Game Developers [Anglais] [Broché]

David M. Bourg
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last edition

Détails sur le produit

  • Broché: 344 pages
  • Editeur : O'Reilly Media, Inc, USA (12 février 2006)
  • Collection : Classique Us
  • Langue : Anglais
  • ISBN-10: 0596000065
  • ISBN-13: 978-0596000066
  • Dimensions du produit: 23,1 x 17,8 x 2 cm
  • Moyenne des commentaires client : 4.0 étoiles sur 5  Voir tous les commentaires (1 commentaire client)
  • Classement des meilleures ventes d'Amazon: 129.223 en Livres anglais et étrangers (Voir les 100 premiers en Livres anglais et étrangers)
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Couverture | Copyright | Table des matières | Extrait | Index | Quatrième de couverture
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Commentaires client les plus utiles
4.0 étoiles sur 5 Passionnant 5 juillet 2010
Format:Broché
Absolument passionnant ! A ne pas manquer pour tout ceux qui veulent maîtriser quelques principes physiques
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Amazon.com: 3.6 étoiles sur 5  28 commentaires
42 internautes sur 44 ont trouvé ce commentaire utile 
4.0 étoiles sur 5 A good place to start 5 avril 2002
Par Dave Astle - Publié sur Amazon.com
Format:Broché
This book provides a good starting point for anyone looking to introduce more realistic physics into their game. It provides an overview of the laws of mechanics, focusing on rigid body and particle dynamics. It then takes these principles and applies them to specific simulations which often come up in games, such as projectiles, cars, airplanes, and hovercraft. The math is simplified, so the results are not always completely accurate, but they should be good enough for many games.
The book does have several shortcomings which prevent it from being a great book, the most important of which is that the content is fairly limited. It's less than 300 pages, and a significant amount of space (especially in the later chapters) is taken by source code listings. Of course, this is somewhat offset by the book's relatively low price.
If you buy this expecting it to be the ultimate guide to physics in games, you'll be disappointed. However, if you buy it as an introduction to physics in games (which how it's intended to be used), I think you'll be happy with it.
33 internautes sur 37 ont trouvé ce commentaire utile 
3.0 étoiles sur 5 Rather disappoints on the physics, lots of examples. 12 décembre 2001
Par Stephen Lepp - Publié sur Amazon.com
Format:Broché
It would probably not be impossible to learn the physics you need for your game simulation from this book, but it would be difficult. The presentation often lacks much physical insight. This may be intentional as to make the book read easier to a non-specialist, but I think it is a mistake.
As an example, the simple trajectory problem, launch a particle in constant acceleration with no friction, is presented here as four separate problems; launch a particle with target at same height, launch a particle with target higher, launch a particle with target lower and launch a particle horizontally with target lower. No physicist would approach the problem this way, it is absolutely trivial to present them all as the same problem with the same general solution.
Occasionally the book lapses with just outright errors. The most serious so far I've seen is the cylinder rolling down a plane without slipping is solved by assuming the frictional force is the static coefficient of friction times the normal force. In fact, the force can be any amount less then this. As a result the solution given has the funny property that it will roll up the plane for small angles.
The book isn't all bad, and may well serve it's primary purpose, which I assume, is to give a litany of examples that game developers may paste into their games. It certainly has lots of examples, and most are correct physics, still, perhaps with my bias as a physics professor, I was hoping for a bit more physical insight into the problems.
34 internautes sur 39 ont trouvé ce commentaire utile 
4.0 étoiles sur 5 Good overview, easy to understand even for non-scientists 6 décembre 2001
Par Joerg Plewe - Publié sur Amazon.com
Format:Broché
David gives an overview to basic physical and numerical principles and than describes the forces occuring in a couple of typical systems: projectiles, planes, ships, hovercrafts, cars. After that some issues on collision detection, integration and many-body-system are discussed.
The overall mathematical level is 'easy'.
David does not dig deeper into mechanics than it is necessary for a game.
The book is usefull for a beginner but also deserves the 'knowing' as a good cookbook for the games-level.
22 internautes sur 26 ont trouvé ce commentaire utile 
3.0 étoiles sur 5 Interesting, yet vague and imprecise 19 mai 2002
Par Justin E Rogers - Publié sur Amazon.com
Format:Broché
The book does a startlingly good job of covering many areas of game programming that benefit from physics including projectiles, vehicles, and other solid bodies. Some more advanced concepts like fuel burnoff, body shape, and simulation in real time add to the usability of the book.
One of the biggest problems with the text is that if your going to jump into a single chapter and code up a sample of just the object being talked about your going to be okay. However, if your going to be deriving your own code and objects based on the material in the book your going to find yourself having a hard time.
A great example lies in the first chapter which derives formulas for working with a car, with a fuel tank and driver. Now, first off, the author implements 0 source code for the functions shown in the book. This leaves you as the reader to develop your own functions and test things out, possibly by adding another driver, or implementing a generic method for defining composite bodies. If your technically proficient enough to do this, you'll use the numbers provided to test your code. What do you find? Well, that the numbers the author put in the book are wrong.
Since the book is based on precise math and physics, this type of slip-up, especially in a prime example (its the major example for the first chapter), is killer in terms of my trust in the books content.
Still, I do recommend buying the book, just prepare yourself for the technical inconsistencies.
9 internautes sur 9 ont trouvé ce commentaire utile 
5.0 étoiles sur 5 Physics guy 21 septembre 2005
Par Bruce Rubinstein - Publié sur Amazon.com
Format:Broché
This book is superb in his examples for anyone who understands 3-d programming but is lacking physics in there game. I took his chapter 17 flag example and ported the code into my 3-d engine. It worked perfectly . I have boats in my game but could not get them to move realistically. I am know porting his rigid body and collision chapters into my game. To be fair I have graduated from mechanical engineering and KNow the concepts of momentia inertia, angular velocity,drag,vectors etc. This is a must for this book. I hope to have airplanes flying in my game from his book examples.

What I am praising is his physics examples. I do not care about units or language choice which seems to be a complaint. From his book I can add reality in terms of physics which I could not find in any other book.
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