Physics for Game Programmers et plus d'un million d'autres livres sont disponibles pour le Kindle d'Amazon. En savoir plus

Acheter neuf

ou
Identifiez-vous pour activer la commande 1-Click.
Acheter d'occasion
D'occasion - Bon Voir les détails
Prix : EUR 11,60

ou
 
   
Amazon Rachète votre article
Recevez un chèque-cadeau de EUR 8,41
Amazon Rachète cet article
Plus de choix
Vous l'avez déjà ? Vendez votre exemplaire ici
Désolé, cet article n'est pas disponible en
Image non disponible pour la
couleur :
Image non disponible

 
Commencez à lire Physics for Game Programmers sur votre Kindle en moins d'une minute.

Vous n'avez pas encore de Kindle ? Achetez-le ici ou téléchargez une application de lecture gratuite.

Physics For Game Programmers [Anglais] [Broché]

Grant Palmer

Prix : EUR 41,72 Livraison à EUR 0,01 En savoir plus.
  Tous les prix incluent la TVA
o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o
En stock.
Expédié et vendu par Amazon. Emballage cadeau disponible.

Formats

Prix Amazon Neuf à partir de Occasion à partir de
Format Kindle EUR 19,32  
Broché EUR 41,72  
Broché --  
Vendez cet article - Prix de rachat jusqu'à EUR 8,41
Vendez Physics For Game Programmers contre un chèque-cadeau d'une valeur pouvant aller jusqu'à EUR 8,41, que vous pourrez ensuite utiliser sur tout le site Amazon.fr. Les valeurs de rachat peuvent varier (voir les critères d'éligibilité des produits). En savoir plus sur notre programme de reprise Amazon Rachète.

Offres spéciales et liens associés


Descriptions du produit

Physics for Game Programmers This book illustrates how to infuse compelling and realistic action into game programming without a college-level physics background. It covers the basic physics and mathematical models and then shows clearly how to implement the basics to accurately simulate the motion and behaviour of cars, planes, projectiles, rockets and boats. Full description

Détails sur le produit


En savoir plus sur l'auteur

Découvrez des livres, informez-vous sur les écrivains, lisez des blogs d'auteurs et bien plus encore.

Dans ce livre (En savoir plus)
En découvrir plus
Concordance
Parcourir les pages échantillon
Couverture | Copyright | Table des matières | Extrait | Index
Rechercher dans ce livre:

Commentaires en ligne 

Il n'y a pas encore de commentaires clients sur Amazon.fr
5 étoiles
4 étoiles
3 étoiles
2 étoiles
1 étoiles
Commentaires client les plus utiles sur Amazon.com (beta)
Amazon.com: 4.0 étoiles sur 5  14 commentaires
33 internautes sur 34 ont trouvé ce commentaire utile 
4.0 étoiles sur 5 More of an engineer's viewpoint of game physics 22 février 2006
Par calvinnme - Publié sur Amazon.com
Format:Broché|Achat vérifié
The book is divided roughly into two parts. The first part deals with general physical concepts, such as object collision, the equations governing projectiles, and a general review of Newtonian physics. One of the more interesting topics in this section of the book was the aerodynamic effect of spin on projectiles.

The second part of the book is about applied game physics. There are chapters on things like how to model cars, boats, airplanes and projectiles, using the principles outlined in the first part of the book, which is pretty much the same approach taken in David Bourg's book on the same subject, "Physics for Game Developers". There is extra material here though, that is not mentioned in Bourg's book such as the presentation of damage models for armored vehicles, an entire chapter dedicated to the physics of lasers, plus a chapter on sports simulation that includes such things as modeling a golf game.

The style of the book is thorough yet not verbose. Thus the book is only 400 pages versus the hefty size of David Eberly's weighty tome on the subject. There are a couple of places where I might have liked to see a bit more treatment of a particular subject. For instance, the author punts on the topic of 3D collisions of rotating objects. Still, there's enough related material included that I could likely work it out from what was presented.

Like Bourg's game physics book, this is more a book about physics and simulation than about game programming. The examples shown are simple demo programs, because the purpose is to give you the idea of how to code this material, not present a full-blown application. The source code presented in the book is in Java, and can be downloaded from the book website at Apress.

I would say overall this book is on par with David Bourg's book on the subject, and chances are if you are really planning to get into game physics it wouldn't hurt to own both books. I liked this book better than Bourg's because the author covered more topics and his code is Java based as opposed to Bourg's more Windows-centric solutions. However, Bourg's book is better at staying on topic, is better organized, and does not have the extraneous information on such things as the history of the devices being modeled as this book has. The table of contents is as follows:

1. Adding Realism to Your Games

2. Some Basic Concepts

3. Basic Newtonian Mechanics

4. Basic Kinematics

5. Projectiles

6. Collisions

7. Sports Simulations

8. Cars and Motorcycles

9. Boats and Things That Float

10. Airplanes

11. Rockets and Missiles

12. The Physics of Solids

13. Explosions

14. Lasers

15. Probabilistic and Monte Carlo Simulations
24 internautes sur 27 ont trouvé ce commentaire utile 
4.0 étoiles sur 5 simple physics 20 mai 2005
Par W Boudville - Publié sur Amazon.com
Format:Broché
The level of physics here is around a typical first year undergraduate physics course. Concentrating on kinematics. Unsurprisingly, because most videogames depict things in motion. Hence, if you've already had that amount of physics, you are in good shape for the book. You can now focus on the coding aspects.

The entire book is about simulations. The code isn't that difficult to grasp. Perhaps the hardest aspect to some readers will be reconciling the two mindsets. How do you map from a set of physics equations to a computational representation?

The book also slides into object oriented programming. Useful if you are new to this idea. The simulations of various bodies lends to a very natural projection of a code object (a "class") onto a physical object that it simulates. Good pedagogy.
11 internautes sur 12 ont trouvé ce commentaire utile 
5.0 étoiles sur 5 This book rocks 6 mars 2006
Par Tyler Kirby - Publié sur Amazon.com
Format:Broché
I used the equations in the "Cars" chapter of this book to write a sweet street racing game for my senior project. I'm not real good at math or physics but I could easily follow the explanations. It was the only game physics book I could find that gave the equations for acceleration based on engine torque. Great book.
5 internautes sur 5 ont trouvé ce commentaire utile 
5.0 étoiles sur 5 Excellent Beginner's Book 8 mai 2008
Par Anthony H. Obryan - Publié sur Amazon.com
Format:Broché|Achat vérifié
This book gently introduces the reader to physics useful for game programming. It doesn't try to be a PhD thesis (thank you, Grant!), which makes it easily approachable by someone with a solid grasp on Algebra (Trigonometry knowledge helps, but lacking it won't hurt much).

Although the base material can be found in any good physics textbooks, the value here is in weeding out the unwanted fluff present in most textbooks, and presenting the material in plain language along with the equations. You would likely have to spend many times this book's cover price, and spend many time the hours weeding out the nonsense. Grant strikes an excellent balance between mathematical correctness and easy reading.

Do yourself a favor, and save a spot on your bookshelf for this title. It's easily worth twice its asking price, and I'm ecstatic at this book's great bang for the buck.
9 internautes sur 11 ont trouvé ce commentaire utile 
5.0 étoiles sur 5 Awesome book for game physics 27 octobre 2005
Par Thinh_Man - Publié sur Amazon.com
Format:Broché
I love this book. Not only is it easy to read, but it gives you a level of detail that other game physics books don't. For example in the sports chapter not only does the book go over the equations that govern the collision of a golf ball and club but it also provides the coefficient of restitution between the golf ball and club. I get really frustrated by other books that don't give you all the information and then you have to search around for the missing pieces. This book gives you all the information you need to write realistic game programs. It's also packed full of interesting historical trivia.
Ces commentaires ont-ils été utiles ?   Dites-le-nous

Discussions entre clients

Le forum concernant ce produit
Discussion Réponses Message le plus récent
Pas de discussions pour l'instant

Posez des questions, partagez votre opinion, gagnez en compréhension
Démarrer une nouvelle discussion
Thème:
Première publication:
Aller s'identifier
 

Rechercher parmi les discussions des clients
Rechercher dans toutes les discussions Amazon
   


Rechercher des articles similaires par rubrique


Commentaires

Souhaitez-vous compléter ou améliorer les informations sur ce produit ? Ou faire modifier les images?