This book illustrates how to infuse compelling and realistic action into game programming--even if you don't have a college-level physics background! This book covers the basic physics and mathematical models and then shows clearly how to implement them basics to accurately simulate the motion and behavior of cars, planes, projectiles, rockets, and boats.
This is a very nice book, with a simple language, easy to understand, if you aren't a physic or math professional. The formules are clean and light to put in your game source without down your hardware performance.
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This book gently introduces the reader to physics useful for game programming. It doesn't try to be a PhD thesis (thank you, Grant!), which makes it easily approachable by someone with a solid grasp on Algebra (Trigonometry knowledge helps, but lacking it won't hurt much). Although the base material can be found in any good physics textbooks, the value here is in weeding out the unwanted fluff present in most textbooks,...
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I was pleasantly surprised to learn that this is a Java game programming book as all of the source code examples are in Java. The mathematics are not overwhelming and I found it to be a useful review of physics. I plan to apply what I learned to both game programming and academic simulation projects. I recommend.
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I used the equations in the "Cars" chapter of this book to write a sweet street racing game for my senior project. I'm not real good at math or physics but I could easily follow the explanations. It was the only game physics book I could find that gave the equations for acceleration based on engine torque. Great book.
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I love this book. Not only is it easy to read, but it gives you a level of detail that other game physics books don't. For example in the sports chapter not only does the book go over the equations that govern the collision of a golf ball and club but it also provides the coefficient of restitution between the golf ball and club. I get really frustrated by other books that don't give you all the information and then you have...
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