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.
Game Physics Engine Development (The Morgan Kaufmann Series in Interactive 3D Technology) (English Edition) Kindle电子书
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美国亚马逊： 12 条评论
Great entry level book2010年9月25日 - 已在美国亚马逊上发表
This book is written well, and is easy to read. There is math where there needs to be, but it's not overwhelming. The author purposely doesn't dive too deep into certain topics, but points you to references for further reading, and by the end of the book, you've gone through the basics of putting together your own simple, easy to understand 3d physics engine. Granted, it only does basic rigid body simulation, but that's what most will want out of it anyways. Again, there are brief discussions of further development and references of material to follow up with in those cases.
AMAZING and Perfect!2011年3月28日 - 已在美国亚马逊上发表
Seriously you know Box2D this will help you make that and more. whats really nice is he doesnt walk you through GUI so you can just make your own to it. Not recommended for those weak in programming however definetly for those with a strong Game GUI and Game concept background. Also make sure you know how to do collision detection on your own in 2d before you approach this book.
Just get it already2016年6月15日 - 已在美国亚马逊上发表
Its the best game physics book ever period
Five Stars2016年3月8日 - 已在美国亚马逊上发表
Great book, you can build a working engine from this book.
Great Book2008年2月17日 - 已在美国亚马逊上发表
This book is very thorough and has clear explanations with examples of source code. Very helpful in learning the systematics of a game physics engine.