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Physics For Game Programmers (Anglais) Broché – 1 mai 2005


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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


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33 internautes sur 34 ont trouvé ce commentaire utile 
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 
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.
12 internautes sur 13 ont trouvé ce commentaire utile 
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 
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.
4 internautes sur 4 ont trouvé ce commentaire utile 
Practical physics for game programmers 25 janvier 2008
Par J. Ranta - Publié sur Amazon.com
Format: Broché
This title is also suitable for people with weak knowledge about math and gives easy to understand examples from everyday life. The physics models themselves didn't go very deep under the topic but rather handled more common approaches to the problems which is often the case on game related physics.

Chapter covering collisions were a bit too superficial to my taste but it's understandable since subject in all of it's complexity would form a book on it's own. Also all the examples were written in common Java rather than in pseudo code but works well for the purpose.

In overall this book is good starting point for game related physics but lacks profound optimization for large scale physic environment.
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