Physics for Game Developers
English


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About The Book

Colliding billiard balls. Missile trajectories. Cornering dynamics in speeding cars. By applying the laws of physics you can realistically model nearly everything in games that bounces around flies rolls slides or isnt sitting still to create compelling believable content for computer games simulations and animation. 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. 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 offThe collision of objects such as billiard ballsThe stability of cars racing around tight curvesThe dynamics of boats and other waterborne vehiclesThe flight path of a baseball after being struck by a batThe flight characteristics of airplanesYou dont 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 math (reference formulas and identities are included in the appendixes) and college-level calculus including integration and differentiation of explicit functions. Although the thrust of the book involves physics principles and algorithms it should be noted that the examples are written in standard C and use Windows API functions.
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