Game Physics Engine Development

Game Physics Engine Development
Title Game Physics Engine Development PDF eBook
Author Ian Millington
Publisher CRC Press
Total Pages 542
Release 2010-07-23
Genre Art
ISBN 0123819776

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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 ne

Game Physics Engine Development

Game Physics Engine Development
Title Game Physics Engine Development PDF eBook
Author Ian Millington
Publisher Elsevier
Total Pages 482
Release 2007-03-07
Genre Art
ISBN 012369471X

Download Game Physics Engine Development Book in PDF, Epub and Kindle

This handbook carefully describes each step in the creation of a robust, usable physics engine. It introduces the mathematical concepts in a clear and simple manner, keeping to high-school-level topics and building a physics code library as it goes. The CD-ROM includes the source code for a complete physics engine of commercial quality.

Game Physics Engine Development

Game Physics Engine Development
Title Game Physics Engine Development PDF eBook
Author Ian Millington
Publisher CRC Press
Total Pages 554
Release 2010-07-23
Genre Art
ISBN 0123819768

Download Game Physics Engine Development Book in PDF, Epub and Kindle

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 readers through the process of building a complete game-ready physics engine from scratch. The Cyclone game engine featured in the book was written specifically for this book and has been utilized in iPhone application development and Adobe Flash projects. There is a good deal of master-class level information available, but almost nothing in any format that teaches the basics in a practical way. The second edition includes NEW and/or revised 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.

Game Physics Cookbook

Game Physics Cookbook
Title Game Physics Cookbook PDF eBook
Author Gabor Szauer
Publisher Packt Publishing Ltd
Total Pages 481
Release 2017-03-24
Genre Computers
ISBN 1787120813

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Discover over 100 easy-to-follow recipes to help you implement efficient game physics and collision detection in your games About This Book Get a comprehensive coverage of techniques to create high performance collision detection in games Learn the core mathematics concepts and physics involved in depicting collision detection for your games Get a hands-on experience of building a rigid body physics engine Who This Book Is For This book is for beginner to intermediate game developers. You don't need to have a formal education in games—you can be a hobbyist or indie developer who started making games with Unity 3D. What You Will Learn Implement fundamental maths so you can develop solid game physics Use matrices to encode linear transformations Know how to check geometric primitives for collisions Build a Physics engine that can create realistic rigid body behavior Understand advanced techniques, including the Separating Axis Theorem Create physically accurate collision reactions Explore spatial partitioning as an acceleration structure for collisions Resolve rigid body collisions between primitive shapes In Detail Physics is really important for game programmers who want to add realism and functionality to their games. Collision detection in particular is a problem that affects all game developers, regardless of the platform, engine, or toolkit they use. This book will teach you the concepts and formulas behind collision detection. You will also be taught how to build a simple physics engine, where Rigid Body physics is the main focus, and learn about intersection algorithms for primitive shapes. You'll begin by building a strong foundation in mathematics that will be used throughout the book. We'll guide you through implementing 2D and 3D primitives and show you how to perform effective collision tests for them. We then pivot to one of the harder areas of game development—collision detection and resolution. Further on, you will learn what a Physics engine is, how to set up a game window, and how to implement rendering. We'll explore advanced physics topics such as constraint solving. You'll also find out how to implement a rudimentary physics engine, which you can use to build an Angry Birds type of game or a more advanced game. By the end of the book, you will have implemented all primitive and some advanced collision tests, and you will be able to read on geometry and linear Algebra formulas to take forward to your own games! Style and approach Gain the necessary skills needed to build a Physics engine for your games through practical recipes, in an easy-to-read manner. Every topic explained in the book has clear, easy to understand code accompanying it.

Physics for Game Developers

Physics for Game Developers
Title Physics for Game Developers PDF eBook
Author David M. Bourg
Publisher "O'Reilly Media, Inc."
Total Pages 348
Release 2002
Genre Physics
ISBN 9780596000066

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By applying physics to game design, you can realistically model everything that bounces, flies, rolls, or slides, to create 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.

Physics for Game Programmers

Physics for Game Programmers
Title Physics for Game Programmers PDF eBook
Author Grant Palmer
Publisher Apress
Total Pages 458
Release 2007-12-27
Genre Computers
ISBN 1430200219

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*Shows how to create realistic action games without assuming college-level Physics (which the majority of gamers won't have); includes necessary physics and mathematics *Ideal for all budding games programmers, with example code in Java, C#, and C *Complements Apress's platform-specific gaming books, like Advanced Java Games Programming and Beginning .NET Games Programming with C#, and the forthcoming Beginning .NET Games Programming in VB.NET *Palmer has strong contacts in the Microsoft Games Division and Electronic Arts, a major gaming producer.

Game Physics

Game Physics
Title Game Physics PDF eBook
Author David H. Eberly
Publisher CRC Press
Total Pages 846
Release 2004
Genre Art
ISBN

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CD ROM contains a snapshot of the full distribution of source code, documentation and supporting materials located at the Magic Software Inc. website. --Inside cover.