Physics for Game Developers: Science, math, and code for realistic effects Author: David M Bourg | Language: English | ISBN:
1449392512 | Format: PDF
Physics for Game Developers: Science, math, and code for realistic effects Description
If you want to enrich your game’s experience with physics-based realism, the expanded edition of this classic book details physics principles applicable to game development. You’ll learn about collisions, explosions, sound, projectiles, and other effects used in games on Wii, PlayStation, Xbox, smartphones, and tablets. You’ll also get a handle on how to take advantage of various sensors such as accelerometers and optical tracking devices.
Authors David Bourg and Bryan Bywalec show you how to develop your own solutions to a variety of problems by providing technical background, formulas, and a few code examples. This updated book is indispensable whether you work alone or as part of a team.
- Refresh your knowledge of classical mechanics, including kinematics, force, kinetics, and collision response
- Explore rigid body dynamics, using real-time 2D and 3D simulations to handle rotation and inertia
- Apply concepts to real-world problems: model the behavior of boats, airplanes, cars, and sports balls
- Enhance your games with digital physics, using accelerometers, touch screens, GPS, optical tracking devices, and 3D displays
- Capture 3D sound effects with the OpenAL audio API
- Paperback: 578 pages
- Publisher: O'Reilly Media; Second Edition edition (April 30, 2013)
- Language: English
- ISBN-10: 1449392512
- ISBN-13: 978-1449392512
- Product Dimensions: 9.1 x 7 x 1.2 inches
- Shipping Weight: 2 pounds (View shipping rates and policies)
When I began developing games in earnest, one of the first books I was enthralled by was David M. Bourg's first edition of Physics for Game Developers, published way back in 2002. Being completely new to making games but easily lured in by the latest and greatest game dev books as they came out I waited for quite a while before actually taking the plunge and buying Mr. Bourg's book. After all, O'Reilly typically releases new editions every few years as technology changes and the information needed by the average reader changes with it. Surely, I thought, the second edition of Physics for Game Developers must be right around the corner.
So with that in mind, I waited... and waited. In the meantime, I read through the most beginner of books discussing physics as a component of game development, books specifically intended to help intermediate developer, and even invested in a few large hardbound tomes specifically devoted to game physics and physics engine development. Finally, one day with visiting my favorite technical bookstore a year or two ago I happened upon a well worn used copy for Physics for Game Developers and bought it, resigning myself to never seeing a second edition made. After all, what had changed about physics that warranted a new version?
Which brings us to 2013 and the release after more than a decade, of the second edition of Physics for Game Developers. So why the new edition?
Well, for starters, the content has been significantly expanded upon, and the new edition is close to twice as long as the old one.
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