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Game Physics Engine Development : How to Build a Robust Commercial-Grade Physics Engine for your Game - Ian Millington

Game Physics Engine Development

How to Build a Robust Commercial-Grade Physics Engine for your Game

Paperback

Published: 9th September 2010
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Physics is really important to game programmers who need to know how to add physical realism to their games. They need to take into account the laws of physics when creating a simulation or game engine, particularly in 3D computer graphics, for the purpose of making the effects appear more real to the observer or player.The game engine needs to recognize the physical properties of objects that artists create, and combine them with realistic motion.

The physics ENGINE is a computer program that you work into your game that simulates Newtonian physics and predict effects under different conditions. In video games, the physics engine uses real-time physics to improve realism. This is the only book in its category to take through the process of building a complete game-ready physics engine from scratch. Game physics is difficult, and mathematically challenging. There is a good deal of 'master-class' level information around, but almost nothing in any format that teaches the basics in a practical way. There is a clear need for a resource that tames the subject for the 95% of game developers who aren't applied mathematicians. "Game Physics Engine Development" is that book.

The 2nd edition includes NEW and/or material on: collision detection, 2D physics, casual game physics for Flash games, more references, a glossary, and end-of-chapter exercises.

The companion website will include the full source code of the Cyclone physics engine, along with example applications that show the physics system in operation. The Cyclone engine has been used in commercial game development.

--A truly accessible text that allows even novice programmers to create powerful physics engines for their games.

--Covers particle effects, flight simulation, car pysics, crates, destructible objects, cloth and ragdolls, and more.

--Supports each new concept with diagrams, code, end-of-chapter exercises and resources.

--This edition includes completely NEW material on: collision detection, 2D physics, casual game physics for Flash games.

--Powerful associated website offering: the full source code of the Cyclone physics engine, along with example applications that show the physics system in operation. The Cyclone engine has been used in commercial game development.

Praise for 1st edition:

"The first game physics book to emphasize building an actual engine...his book fills a gap by demonstrating how you actually build a physics engine." - Dave Eberly, President, Geometric Tools.

"A competent programmer with sufficient mathematical sophistication could build a physics engine just from the text and equations--even without the accompanying source code. You can't say this about a lot of books!" - Philip J. Schneider, Industrial Light & Magic.

The structure of the book would be the same as the first edition, with various changes along the way. The TOC is as follows, a description of the changes follows. Introduction. The Mathematics of Particles The Laws of Motion The Particle Physics Engine Adding General Forces Springs and Spring-like Things Hard Constraints The Mass-Aggregate Physics Engine The Mathematics of Rotations Laws of Motion for Rigid Bodies The Rigid-Body Physics Engine Collision Detection* Generating Contacts* Collision Resolution Resting Contacts and Friction Stability and Optimization Putting it All Together Other Types of Physics* Two Dimensional Physics* Appendices* * indicates a chapter with significant new material.

ISBN: 9780123819765
ISBN-10: 0123819768
Audience: Tertiary; University or College
Format: Paperback
Language: English
Number Of Pages: 524
Published: 9th September 2010
Publisher: Taylor & Francis Inc
Country of Publication: US
Dimensions (cm): 23.3 x 19.1  x 3.0
Weight (kg): 1.01
Edition Number: 2
Edition Type: New edition