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Physics for Game Developers
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By David M Bourg Published November 2001 List Price: Amazon.com Sales Rank: 729,804 Availability: Usually ships in 24 hours Summary: 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. Similar Books:
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12 Comments
However, the author is great in physics and stuff, but the demos on the webpage looks horrible!!
Altough it's a pity that he uses a lot of dificult words, which is hard if your mother language is not English. Tricks Of The Windows Game Programming Guru's is in that aspact a way better! But tough it's a great book!!
The book does have several shortcomings which prevent it from being a great book, the most important of which is that the content is fairly limited. It's less than 300 pages, and a significant amount of space (especially in the later chapters) is taken by source code listings. Of course, this is somewhat offset by the book's relatively low price.
If you buy this expecting it to be the ultimate guide to physics in games, you'll be disappointed. However, if you buy it as an introduction (which how it's intended to be used), I think you'll be happy with it.
I look foward to other Game Development releases O'Reilly comes out with, but maybe I'll be a little more hesitant to pick one up so quickly.
While this is a very good book, I was hoping that it covered things more indepth. IT gives you a very good introduction to the physics and games, but lacks that little touch like adding some thoughts on weight transfer on cars (the whole chapter about cars is 4 pages, I have a book that ONLY focus on cars and its more than 500).
The is some problems with the examples available fomr the o'Rilley site for this book (2 of them don't run) but the biggest one is probably the last example program (the 3d rigid body simulator) where the system explodes (mathematically speaking) with collisions. While I haven't analyzed the code, I suppose its the result of using Euler integration instead of a 4th or superior order approximation (runge Kutta for example) but I'll have to check the code to see if it is a math problem or a physics one.
Also, some of the graphics are weird, they have a legend for four functions, and only two show on the graph.
I suppose all this negatively is from my high expectations for the book, so if you are eager to buy a physics book that will make you an expert, well, buy this as an introduction and then get some classic books on classical mechanics like Beer & Johnson book.
Also, the code is in C, but its designed in a object oriented way, which makes it sometimes hard to understand (making it in C++ would have save both pages and make the code more readable).
Overall, is a very good introduction, and you can expect that by the end of the book, you can realistic model physics on your games, but not to the level of accuracy (like weight tranfer or cars on springs for a racing game) that is needed for the today's games.
I bought this book expecting to learn to implement a complete rigid body physics system. Nope. The code for the examples isn't reusable, and is very inefficient. Plus some of the techniques described in the book (especially the one concerning interpenetration between bodies) just don't work, and are very processor intensive and unoptimized.
I just downloaded one of the demos to check if it's been updated - no it's still just the same, with a date stamp of 2001. The author obviously has no sense of pride in his work and abandoned it years ago - I recommend readers do the same. At the time it came out there weren't many books/examples available - the situation is very different now.
Sorry - I wish I could be more positive, but I wish more that the author had made a better effort. I wasted my money on it (admittedly years ago now) and wouldn't want anybody else to do so. I find it hard to believe that it's still being sold, to be honest.