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Mathematics and Physics for Programmers (Charles River Media Game Development) ***--

Mathematics and Physics for Programmers (Charles River Media Game Development) By Danny Kodicek
Published May 2005
List Price: $49.95, Your Amazon.com Price: $30.34

Amazon.com Sales Rank: 1,041,254
Availability: Usually ships in 24 hours

Summary:
Many programmers frequently have limited backgrounds in the mathematics and physics needed for game development or other complex applications. Sooner or later, all programmers run into coding issues that will require an understanding of mathematics or physics concepts like collision detection, 3D vectors, transformations, game theory, or basic calculus. This book provides a simple but thorough grounding in the mathematics and physics topics that programmers need to write these algorithms and programs, using a non-language-specific approach. Applications and examples from game programming are included throughout, and exercise sets follow each chapter for additional practice of the techniques. The CD-ROM provides simulations of the mathematical and physical principles discussed in the book along with the source code.

Key Features:


  • Presents commonly encountered mathematical and physics concepts such as vector motion, collision detection, angular physics, game theory, artificial intelligence, Bezier curves, etc.
  • Illustrates concepts through a non-language-specific approach, using pseudo-code, that makes the book equally valuable for anyone from C++ programmers to Macromedia' Flash ActionScript coders
  • Includes a companion CD-ROM with demo examples of the mathematical and physical principles discussed in the book along with the source code
  • Create physical simulations, tile-based, and maze games using the concepts discussed in the book
  • Uses pedagogical devices such as: a glossary of terms, exercise sets, chapter outlines, and chapter summaries to help master the material

ON THE CD-ROM: The CD-ROM includes a large number of sample files that demonstrate techniques from the chapters


  • DEMOS: Contains the support files for the MPFP demo program, in a protected format
  • DOCS: Contains the text files, in html format, of the code samples
  • FIGURES: Contains all of the figures from the book, organized in folders by chapter
  • SOURCE: Contains the original Macromedia Director movies used to create the demos


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3 Comments

hi,
i've got a lot of game math books and this one really rocks as far as the thaught the author has put in to make things simple yet deep.
He dosent start you up on matrices and vectors but much before that...EXHACTLY the thing a non math guy would need.
I've had to look at many math and pysics books to fill up on basic information before which the author has so thaughtfully included.

I just wish he'd have gone a little deeper with the inverse kinematics stuff.

thanks so much for putting such a valuable resource up danny.

b
This is a fantastic book for a non maths person, such as myself, and used as a compliment to the stuff you find on teh internet you can use it to learn the maths and physics you need to make video games.
I would have preferred if the code examples had been done in a specific language rather than in psudocode. The psudocode functions are a little strange, im not sure any language has undefined return types, for example the

Also, more details on raycasting would have been good, although i was able to piece together that information myself using the other algorythms described.
I will update this rating as I get more experienced with maths and physics.
Thanks for a great book.

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