I had expected the book to cover foundational concepts and cover information about tools that is specific to issues that arise in game development. The book covers some of that superficially, but more in an advisory tone, rather than a hands-on code specific way. It's more of an overview of gener
Game Physics Engine Development
✍ Scribed by Millington, Ian
- Book ID
- 127446887
- Year
- 2007
- Tongue
- English
- Weight
- 7 MB
- Edition
- 1
- Category
- Library
- City
- Amsterdam; Boston
- ISBN
- 008049272X
No coin nor oath required. For personal study only.
✦ Synopsis
Simulating physics helps cutting-edge games distinguish themselves by making virtual objects behave as we expect them to in the real world. Physics engines are the software programs that run these simulations. Building an engine is difficult, however. There are a large number of new developers (and hobbyists) coming into this market who need help through this complex process. Current introductory books are inadequate; they don't bring enough real-world programming experience to the task. There is a need for an introductory book on game physics with solid coding guidance but which limits the math content. Ian Millington brings his extensive professional programming experience to this problem. He has developed games since 1987, has studied AI and mathematics at the PhD level, and founded Mindlathe Ltd., a company that designed and built commercial physics engines. Physics Engine Development carefully describes each step in the creation of a robust, usable physics engine. It introduces the mathematical concepts in a clear and simple manner, keeping to high school level topics and building a physics code library as it goes. Each new concept is explained in diagrams and code to make sure that even the most novice of game programmers understands. The companion CD-ROM includes the source code for a complete physics engine of commercial quality. This book will serve as a introduction to more mathematically advanced books on game physics, such as Dave Eberly's Game Physics.* Uses only high school algebra* Shows how to build a complete system based on professional principles* CD-ROM with C++ source code for a full commercial-quality physics engine"
✦ Subjects
Разработка игр
📜 SIMILAR VOLUMES
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,
A full-blown game engine is now an important industrial asset. Current engines exist with licensing fees of several $100,000, plus profit share costs. Because of these high costs, hobbyist game programmers are eager to learn how to write their own engines. The availability of a game engine which is