Physics for Games Developers

Author:   David M. Bourg
Publisher:   O'Reilly Media
ISBN:  

9780596000066


Pages:   344
Publication Date:   18 December 2001
Format:   Paperback
Availability:   In Print   Availability explained
Limited stock is available. It will be ordered for you and shipped pending supplier's limited stock.

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Physics for Games Developers


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Overview

By 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 Details

Author:   David M. Bourg
Publisher:   O'Reilly Media
Imprint:   O'Reilly Media
Dimensions:   Width: 17.80cm , Height: 1.80cm , Length: 23.30cm
Weight:   0.550kg
ISBN:  

9780596000066


ISBN 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   Availability explained
Limited stock is available. It will be ordered for you and shipped pending supplier's limited stock.

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As 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.

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