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Game Physics Engine Development: How to Build a Robust Commercial-Grade Physics Engine for your Game Copertina flessibile – 9 settembre 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 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.
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.
- Editore : CRC Press; 2° edizione (9 settembre 2010)
- Lingua : Inglese
- Copertina flessibile : 552 pagine
- ISBN-10 : 0123819768
- ISBN-13 : 978-0123819765
- Peso articolo : 952 g
- Dimensioni : 19.1 x 3.18 x 23.5 cm
- Posizione nella classifica Bestseller di Amazon: n. 590 in Arte digitale
- Recensioni dei clienti:
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For my purposes this books has been everything I need. I got the book at Christmas and now have a pretty good foundation 2D physics engine for my game engine (this book primarily covers 3D, but coversion to 2D is relatively simple, and the maths is easier. there is even a chapter on what you need to convert!)
Firstly, I am a physics graduate with a number of years (10+?) of hobbyist programming behind me. My language of choice (due to targeting Windows Phone platform) is currently C#. I can programme in others, including C++.
This book walks you through the steps required to start building YOUR OWN physics engine. I did not copy any code in the book. This book is fantastic for highlighting a possible structure for a physics engine (mine is radically different in actual implementation), as well as what you need to implement and watch out for. At every step, the relative merits and drawbacks of methods are discussed (with reference to further texts) with good insight into uses and limitations of the engine at each step.
I therefore cannot comment on the ability of the source code to run, or its programming practices. The comment I will make is that the author in a number of places advises that the code in the book has been arranged for readability rather than performance. Im not sure how that translates to the downloadable code.
This book is fantastic if you:
1. Mathematically literate to A-level. A good conceptual grasp of what calculus is all about helps with understanding the position -> velocity -> acceleration equations.
2. Need to build your own physics engine, understand the sort of laws you need to implement, but are unsure how you should approach the various parts.
I have bought many many programming / computer books over the years. Most of them recently were XNA or graphics programming related. I am almost always dissapointed, scratch that, I am ALWAYS dissapointed. THIS book has been Gold Dust from page one to the very end. I cannot stress that enough.
Writing a physics engine is actually the combination of a collision detection system (broken into seperate parts), a collision resolver and then a rigid body physics engine part on top. As there are a number of seperate systems, it leads to times whereby you are writing functions that will interact with later functions. This is why other people have commented to referencing unimplemented functions. It would be an absolute clusterf* if it was not structured that way.
How I used the book: I spent boxing day reading this book cover to cover, so in my head I could then plan my engine, taking into account the key takeaways I had. I then built my physics engine whilst slowly flipping through the book as reference.
This is the first time (I think) ive ever bothered with such a review. I can't recommend this enough, TO THE RIGHT PERSON
Perhaps I am biased, I came to this understanding all the concepts and mathematics involved (that's a lie, i had never heard of seperating axis test, i mean more the general maths / physics concepts and techniques). However...I will say this. Although I ended up in 2D, this has by far the clearest practical explaination of Quaternion use in 3d graphics I have ever read. I think the text explanation of concepts is generally very good. But again, its always easier if you know the subject a little already :)
Big Rant, Big Ramble. Buy this book (if it's for you).
I randomly bought a book on AI programming recently that i havent read yet, was pleasantly supised that to find its the same author so i look forward to that.
You will not build a Robust Commercial Grade Physics Engine with this book
(2nd edition) without Additional work.
Reason, There are so many mistakes, errors, flawed codes and lacking of
supporting maths at later pages. It's unprofessional! Over 90 pages in this book have errors and flaw codes of some sort. It's unbelievable that all those professional rewiewers of the 1st edition did not spot the mistakes in this book before it went to press.
You will need to download and read the full listings of the code and demo code to understand how the engine is put together. But unfortunately some of the code written in the book is missing from the full listing (the latest download) One of many examples, page 330 of the 2nd edition.
It possible to build a limited physics engine without reading the full listing and just read the book alone, but you will not understand how certain elements are put together, thus compromising developing a better engine than if you did.
This book is badly organised just like its source code taken from different sources.
The evidents is in the code itself, in the book as well as in the full listing.
Be aware that this is a Badly organised book, flaw codes, full of errors, lacking supporting maths.
You are going to double your time in reading this book just to correct all the errors in it - this includes the appendix.