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Physics For Game Programmers (Anglais) Broché – 4 mai 2009

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4,1 étoiles sur 5 18 commentaires provenant des USA

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Description 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

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Amazon.com: 4.1 étoiles sur 5 18 commentaires
5 internautes sur 5 ont trouvé ce commentaire utile 
3.0 étoiles sur 5 A good overview 12 décembre 2009
Par CA Woodworker - Publié sur Amazon.com
Format: Broché Achat vérifié
This book is a bible of game physics. The writing has a good mixture of contextual information along with the physics to go along with it. Knowing some about the history, theory, and specifications of lasers, for instance, makes reading about the physics more enjoyable.

The author takes the time to cover sports, aircraft, collisions, explosions, cars, motorcycles, and more (FYI, the treatment on motorcycles is very light - just a few pages). There are also chapters on general physical principles such as force, acceleration, mass, power, work, torque, and moment.

The beginning of the book is a great overview with a gentle learning curve of general mechanics. On page 56, that curve is sharply severed in a discrete jump into writing an abstract class and concrete class for a higher order ODE solver (Runge-Kutta 4th order to be specific). Differential equations is a complex topic. Coverage is poor and illustrations are lacking. I was hoping to see good coverage and illustrations on ordinary differential equations and their applicability to games in this book but the content and illustrations are lacking.

While I have written plenty of Java (and from a design perspective I'd argue it's better put together than C++), it is not the language of game programmers. It's an easy enough read to translate to C, C#, C++, or Objective-C but why have to ? Makes no sense to write a book like this and include Java examples in the text. This appears to be author bias and not based in reality. No big game titles on any platform that I know of are written in Java. If there are, they are extremely outnumbered by C based games.

Will write more when I've read more.
1 internautes sur 1 ont trouvé ce commentaire utile 
4.0 étoiles sur 5 Entertaining Read, With Coverage of Topics Not Found in Other Books 1 septembre 2014
Par A. M. Hernandez - Publié sur Amazon.com
Format: Format Kindle Achat vérifié
Today I will be reviewing Physics for Game Programmers by Grant Palmer, another stepping stone on my quest to build a custom physics engine. Overall I enjoyed reading the book, and I feel like I learned a lot of general things but not enough to base a physics implementation on. Please read on for more details.

What I found most interesting about this text was the explanations of certain aspects of physics that I had not seen covered before. I have already read about 3 or 4 different books all on game physics, and I was expecting this title to be more of a refresher than anything. However, I was surprised to find a lot of things I didn't know about. In particular, the coverage of drag forces was extremely detailed including things like turbulent and laminar flow and the Reynolds number. Some of the topics covered include: Newtonian mechanics, kinematics, projectiles, collisions, sports simulation (golf, soccer, basketball), cars and motorcycles, boats, airplanes, rockets and missiles, explosions, and lasers. Quite a lot in a little under 500 pages.

There is certainly a breadth of knowledge living inside this book. It was undeniably an interesting read, and I felt like I learned a decent amount. However, I am not sure it really got me any closer to building the physics engine I have set out to create. Let me explain. While there are equations listed in the text, and some example code is given, it is mostly used to support the 2D sample applications. I am not sure there is much I could just pull from the book an paste into a 3D engine. The concepts are sound, and it wouldn’t be a huge stretch to make it work, it’s just not spelled out for you. To be fair, some topics are explained well, like his discussion on differential equations and drag forces among other things.

My main gripe with the book is that it did not really try to explain rigid-body dynamics at all. There are some interesting things talked about, like sports and boats and planes and all that. And certainly there are probably a ton of sports games and simulators that would benefit from that focus. For my purposes, I was looking more for a rigid or soft body solver, and how bodies can interact with each other. Unfortunately, that was not discussed at all.

It’s not that I want to get down on Physics for Game Programmers, and I think Grant Palmer did a great job within the scope of what he was trying to do. The book was entertaining and relevant, it just wasn’t a one-stop-shop for all your physics needs. However, it does cover some basic things well, and includes topics not even touched by some of the other books I’ve read. That alone would make it worth reading, just set your expectations correctly. Once you are ready to make an actual implementation, you will likely need to seek other books or papers. But I guess it is almost always the case as one book can rarely impart all the knowledge you need in any given topic. To sum up: I liked it but wanted more.
8 internautes sur 8 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.
34 internautes sur 35 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
2 internautes sur 2 ont trouvé ce commentaire utile 
4.0 étoiles sur 5 Useful 26 septembre 2010
Par Ash - Publié sur Amazon.com
Format: Broché Achat vérifié
This book was purchased specifically for the chapter on boat/water physics -- it provided the information we required and it proved very useful/easy to read. That said, we re-engineered some of the functions governing acceleration, etc, so you may not be entirely happy with the specifics that book has, but it will certainly point you in the right direction.

I expect to use the book in a 'survey' format -- as in to explore a new area of game physics without expending a lot of effort upfront.
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