Game Physics Engine Development: How to Build a Robust Commercial-Grade Physics Engine for your Game (Anglais) Broché – 9 septembre 2010
|Neuf à partir de||Occasion à partir de|
Les clients ayant acheté cet article ont également acheté
Descriptions du produit
Revue de presse
Praise for 1st edition:
"The first game physics book to emphasize building an actual engine...his book fills a gap by demonstrating how you actually build a physics engine." - Dave Eberly, President, Geometric Tools.
"A competent programmer with sufficient mathematical sophistication could build a physics engine just from the text and equations--even without the accompanying source code. You can't say this about a lot of books!" - Philip J. Schneider, Industrial Light & Magic.
Présentation de l'éditeur
Physics is really important to game programmers who need to know how to add physical realism to their games. They need to take into account the laws of physics when creating a simulation or game engine, particularly in 3D computer graphics, for the purpose of making the effects appear more real to the observer or player.The game engine needs to recognize the physical properties of objects that artists create, and combine them with realistic motion.
The physics ENGINE is a computer program that you work into your game that simulates Newtonian physics and predict effects under different conditions. In video games, the physics engine uses real-time physics to improve realism.
This is the only book in its category to take readers through the process of building a complete game-ready physics engine from scratch. The Cyclone game engine featured in the book was written specifically for this book and has been utilized in iPhone application development and Adobe Flash projects. There is a good deal of master-class level information available, but almost nothing in any format that teaches the basics in a practical way. The second edition includes NEW and/or revised material on collision detection, 2D physics, casual game physics for Flash games, more references, a glossary, and end-of-chapter exercises. The companion website will include the full source code of the Cyclone physics engine, along with example applications that show the physics system in operation.
--A truly accessible text that allows even novice programmers to create powerful physics engines for their games.
--Covers particle effects, flight simulation, car pysics, crates, destructible objects, cloth and ragdolls, and more.
--Supports each new concept with diagrams, code, end-of-chapter exercises and resources.
--This edition includes completely NEW material on: collision detection, 2D physics, casual game physics for Flash games.
--Powerful associated website offering: the full source code of the Cyclone physics engine, along with example applications that show the physics system in operation. The Cyclone engine has been used in commercial game development.
Aucun appareil Kindle n'est requis. Téléchargez l'une des applis Kindle gratuites et commencez à lire les livres Kindle sur votre smartphone, tablette ou ordinateur.
Pour obtenir l'appli gratuite, saisissez votre numéro de téléphone mobile.
Détails sur le produit
Quels sont les autres articles que les clients achètent après avoir regardé cet article?
Commentaires en ligne
Meilleurs commentaires des clients
Les explications sont assez claires, je reproche tout de même l'insertion de morceaux de codes ici et là. En effet, de nombreux passages sont illustrés en C++, pas franchement utile car ce qui intéresse ici c'est plus la théorie et les formules mises en place. De plus, vu le public visé, je ne pense pas que le lecteur ne soit pas déjà familier avec un langage informatique.
Concernant le niveau mathématique, bien qu'il soit mentionné dans le livre s'adresse à ceux qui n'ont pas beaucoup de connaissances mathématiques, un niveau correct (niveau FAC) est exigé pour quand même manipuler les différentes formules. Mais l'ensemble reste à un niveau acceptable.
La présentation est très agréable (en noir et blanc). Le livre est en anglais, très compréhensible et accessible pour un non grand shakespearien.
Je recommande ce livre pour se lancer dans la programmation de jeux ou juste pour sa culture personnelle.
Commentaires client les plus utiles sur Amazon.com (beta)
Unfortunately, even this idea is extremely complex and difficult to implement. You would think the math and code would be fairly easy, and it actually is (depending on your math background. A few semesters of college calculus and physics is very helpful, but not required). But programming a physics engine is 40% math and physics and 60% being clever enough to get the computer to do what you want. Floating point errors, inaccuracies in integration and bugs you can't even imagine from the start all mess with your beautiful equations.
And this is where the author, Ian Millington, saves the day with this great book. All throughout, he lays down the challenges of building a physics engine and gives you realistic solutions that are explained very well. You build from the ground up: from a simple particle engine, to a mass aggregate physics engine, all the way to a full blown physics engine. Each chapter he describes what algorithms you need to implement and variations on those algorithms, providing pros and cons for each. I cannot TELL you how fantastic it feels to have an author tell you in an honest tone: here's where this works, here's where it doesn't. Never at any time do you feel that things are being hid behind a curtain of intellect and egomania. And if the author does hide any details, he tells you and with good reason.
In the end, if you plow through all 20 chapters with diligence and fortitude, you're going to end up with a working physics engine. It will be a physics engine capable of a lot of very cool things, but it isn't a finished product. And the author makes it very clear throughout the book that you will not end up with a spit polished physics engine to compete with the likes of Havok. It will be rough on the edges with plenty of room for improvement, but it gets the job done. The author helps you create a working model and leaves you with many options on how to improvement. However, those options require much more advanced coding.
This book provided me with exactly what I was looking for: the know-how and experience to create a physics engine for the everyday game designer. I highly recommend it. If you want to create something commercial, this is a great start, but you're going to have to buy some heavier books on top of this one if you want a very robust, optimized engine.
Ian Millington’s book covers a lot of ground, and each chapter builds up a single aspect of the engine. Many chapters could stand alone in one aspect or another, though they do come together at the end. Some of the topics covered include: basic 3D math (vectors, matrices, quaternions), laws of motion, particles, rigid bodies, mass aggregate physics, springs, collision, contact resolution, velocity and acceleration, torque, friction, broad-phase collision detection, bounding volumes, and more. While the book is “only” 552 pages, there are a ton of things packed into those pages. I found the coverage to be fairly in-depth, without getting lost of mathematical proofs or anything like that. The book is very practical in that way, and a lot of the code samples could easily be the basis of a real implementation.
Overall I enjoyed the book at lot, and breezed through it within a week, eagerly anticipating each new chapter. Being the only physics book I’ve read so far, I don’t feel 100% confidant creating a physics engine myself just yet. However, I do feel it has explained a lot of key concepts necessary in physics development. The book was everything I was hoping for, and gets my recommendation.
I have been programming games of one sort or another for 25+ years. On my shelf are 10 books on game physics and a foot-high stack of magazine articles. This book is the best, most clear, practical treatment I have ever come across. It makes the mathematics and concepts digestible, and examines and weighs the trade-offs that go into any engine. The sample code is simple and ready for implementation in languages besides C++.
The author clearly discusses issues around implementing a physics engine on everything from a console system to mobile devices.
A fine resource for medium to advanced programmers.
Rechercher des articles similaires par rubrique
- Livres anglais et étrangers > Arts & Photography
- Livres anglais et étrangers > Boutiques > Focal Press > Animation & 3D
- Livres anglais et étrangers > Computers & Internet > Computer Science > Modeling & Simulation
- Livres anglais et étrangers > Computers & Internet > Programming > Game Programming
- Livres anglais et étrangers > Computers & Internet > Web Development > Web Design