Physics for Game Developers

Physics for Game Developers

David M Bourg

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Physics for Game Developers
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    Physics for Game Developers

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    Book Details

    Author
    David M Bourg
    Publisher
    Brand: O'Reilly Media
    Format
    Paperback
    Language
    English
    Category
    Business Technology
    Condition
    New
    ISBN-13
    9780596000066
    ISBN-10
    0596000065

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    Product description

    ISBN: 0596000065

    Author: Bourg, David M

    Condition: New

    Colliding billiard balls. Missile trajectories. Cornering dynamics in speeding cars. By applying the laws of physics, you can realistically model nearly everything in games that bounces around, flies, rolls, slides, or isn't sitting still, to create compelling, believable content for computer games, simulations, and animation. Physics for Game Developers serves as the starting point for those who want to enrich games with physics-based realism.Part one is a mechanics primer that reviews basic concepts and addresses aspects of rigid body dynamics, including kinematics, force, and kinetics. Part two applies these concepts to specific real-world problems, such as projectiles, boats, airplanes, and cars. Part three introduces real-time simulations and shows how they apply to computer games. Many specific game elements stand to benefit from the use of real physics, including: The trajectory of rockets and missiles, including the effects of fuel burn off The collision of objects such as billiard balls The stability of cars racing around tight curves The dynamics of boats and other waterborne vehicles The flight path of a baseball after being struck by a bat The flight characteristics of airplanes You don't need to be a physics expert to learn from Physics for Game Developers, but the author does assume you know basic college-level classical physics. You should also be proficient in trigonometry, vector and matrix math (reference formulas and identities are included in the appendixes), and college-level calculus, including integration and differentiation of explicit functions. Although the thrust of the book involves physics principles and algorithms, it should be noted that the examples are written in standard C and use Windows API functions.

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