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OverviewBy 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, simulations, and animation. This book 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. Many specific game elements stand to benefit from the use of real physics, including: the trajectory of rockets and missiles, including the effects of fuel burn off; the collision of objects such as billiard balls; the stability of cars racing around tight curves; the dynamics of boats and other waterborne vehicles; the flight path of a baseball after being struck by a bat; and the flight characteristics of aeroplanes. You don't need to be a physics expert to learn from ""Physics for Game Developers"", but the author does assume you know basic college-level classical physics. You should also be proficient in trigonometry, vector and matrix maths (reference formulae and identities are included in the appendices), and college-level calculus, including integration and differentiation of explicit functions. Full Product DetailsAuthor: David M. BourgPublisher: O'Reilly Media Imprint: O'Reilly Media Dimensions: Width: 17.80cm , Height: 1.80cm , Length: 23.30cm Weight: 0.550kg ISBN: 9780596000066ISBN 10: 0596000065 Pages: 344 Publication Date: 18 December 2001 Audience: General/trade , Professional and scholarly , Professional & Vocational Format: Paperback Publisher's Status: Out of Print Availability: In Print ![]() Limited stock is available. It will be ordered for you and shipped pending supplier's limited stock. Table of ContentsReviewsAuthor InformationAs a naval architect and marine engineer, David M. Bourg performs computer simulations and develops analysis tools that measure such things as hovercraft performance and the effect of waves on the motion of ships and boats. He teaches at the college level in the areas of ship design, construction and analysis. On occasion, David also lectures at high schools on topics such as naval architecture and software development. In addition to David's practical engineering background, he's professionally involved in computer game development and consulting through his company, Crescent Vision Interactive. Current projects include a massively multiplayer online role-playing game, several Java-based multiplayer games, and the porting of Hasbro's ""Breakout"" to the Macintosh. Tab Content 6Author Website:Countries AvailableAll regions |