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Physics for Game Developers (Anglais) Broché – 12 février 2006

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Book by Bourg David M

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Commentaires client les plus utiles sur (beta) 3.7 étoiles sur 5 29 commentaires
3.0 étoiles sur 5 Rocks for jocks this ain't. 22 mai 2009
Par Robert Beveridge - Publié sur
Format: Broché Achat vérifié
David M. Bourg, Physics for Game Developers (O'Reilly, 2002)

It seems to me that when you're confronted with a book title like Physics for Game Developers, you see an undercurrent of "rocks for jocks" in that. It implies that this is physics for folks who never glommed onto physics. As someone who never got above a C in any science class after Biology I in tenth grade, then, it would seem to be right up my alley. Not so. The first five chapters of the book will kill you if you're not familiar with various forms of scientific notation. (Know your Greek letters!) It doesn't help that Bourg has overloaded a few common operators for his own means (for example, he uses * for dot product and ^ for conjunction, when coders will be used to seeing those to symbols used for multiplication and exponentiation respectively). That said, however, once you get past the first five "refresher" chapters, the book picks up a good deal. There's code! And once Bourg is describing what code does, rather than attempting to impart more abstract (well, okay, "abstract" is not the right word, but hopefully you know what I'm getting at), his language becomes a great deal clearer, at least to those of us who think in code rather than physics. Worth picking up if you're in the market for this sort of book, but you might want to pick up a copy of Physics for Dummies to help you through the first part. ***
7 internautes sur 8 ont trouvé ce commentaire utile 
4.0 étoiles sur 5 Good introduction to physics in game applications 27 janvier 2006
Par calvinnme - Publié sur
Format: Broché Achat vérifié
If you wish to add more realistic environment interaction or object behavior to your games, you will benefit from this book. This book is much better for beginners than more recent books on the subject that maybe talk in more detail about game physics, but do so from the standpoint of some specific physics engine that the author has put together. I have personally lifted several pieces of code from this book, adapted them to Java, and placed them in a multimedia application I have been writing with no trouble. The book goes over the basics of adapting Newtonian physics to games, and then uses these ideas to set up the motion of simple projectiles, cars, hovercraft, and ships. 3D issues are also discussed at length.
To be sure, you do not need to be a physics expert to learn something from this book, but it is assumed that you have a basic level of understanding of classical physics. Anyone who has taken high school or college level physics should have no trouble understanding the material. You should also be proficient in trigonometry and vector and matrix mathematics. Certain topics in calculus are also discussed, so some degree of familiarity would be useful, but is not required. However, a strong C++ programming background is required if you are to tackle integration of a physics system into your existing game engine. This book is a great starting point for readers who aspire to understand "Game Physics" by Eberly, which is far more advanced and academic in tone.
I shall talk about the details of the book in the context of its table of contents:
This consists of chapters 1 through 5 and starts out with simple concepts such as Newton's laws and builds up until you get to rigid body dynamics. If you are already are up to speed on mechanics, you can skip these chapters.
Chapters 6 through 10 focus on modeling so that you have a solid understanding of the nature of certain physical systems. The craft selected were chosen because they best illustrate the specific physical phenomenon and concepts that are relevant to a wide variety of problems. The systems modeled are projectiles, aircraft, ships, hovercraft, and automobiles.
This field is discussed as it applies to games in chapters 11 through 17. These chapters focus on the fundamentals by walking through the development of the 2D simulation of hovercraft, a 3D flight simulation, a generic multibody simulation in 3D with collision response, and a simulation of cloth using particles and springs.
The appendices show implementations in C++ of classes for vector operations, matrix operations, and quaternion operations. The book's bibliography provides information sources for mechanics, mathematics, and specific technical subjects such as aerodynamics. All of the code for the book can be downloaded from the book's website at O'Reilly and Associates. I highly recommend this fun and comprehensive book for anyone getting started in adding physics to game programs.
14 internautes sur 22 ont trouvé ce commentaire utile 
2.0 étoiles sur 5 Archaic units and sparse context saps potential 4 mai 2004
Par A. M. Lovell - Publié sur
Format: Broché Achat vérifié
While the book has some value (primarily owing to its choice of topic and introductory level), the impact it might have is greatly reduced by its examples reliance on non-metric units -- and a variety of dissimilar choices at that. It makes as much sense as using EBCDIC in your examples in a work on text processing. The result is that the examples suffer a loss of literal value if you wanted to quickly transplant them into a project that has the good sense to use metric measures to avoid confusion over unit conversions.
Secondly, the code examples are sparsely documented. This causes trouble if one wants to transcode one into another language (as I did in taking the flag simulation to Java). One is reduced to blinking and trying to figure out whether the first or second dimension of an array in the author's example corresponds to the flag's height along the pole or its "fly". He's presented a lot in this code, and there are so few comments in it to clarify the arbitrary choices within that a great benefit would have been realized had he added a few. Even had they been taken from the text of the chapter, they would have produced a more valuable result.
I would love to see Mr Bourg attempt a second edition that attended to some of these needless editorial choices.
1 internautes sur 1 ont trouvé ce commentaire utile 
3.0 étoiles sur 5 Shallow 9 août 2007
Par Aleph - Publié sur
Format: Broché
This book covers most of the physics problems that a game developer may face. From the basic laws of motion to car and aircraft simulation. It includes clear examples and formulas that can be implemented right away. On the more complex subjects, it also includes source code listings.

I read this book expecting to get an insight into game and simulation physics and was disappointed. On most cases, the book gives quick introduction to the problem and then jumps straight to the equations. Therefore, if you just want to implement physics for your game without learning all the principles involved, this is the book for you. On the other hand, if you want to get a feeling of physics and go a little deeper, it is not.

Furthermore there are some details that you may want to consider. First, the book works mainly with the imperial system of units which I find confusing. Second, all the source code is for Windows. Third, there are lot of places where statements are made without a hint of an explanation or a reference, which is annoying if you want to understand what is happening.

Overall, the book is clear and concise. It gives a good set of equations that you may need for your game programming, and is good to have around for quick reference. But if you are serious about physics I recommend getting a more advanced book.
9 internautes sur 9 ont trouvé ce commentaire utile 
5.0 étoiles sur 5 Physics guy 21 septembre 2005
Par Bruce Rubinstein - Publié sur
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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