Physics for Game Programmers
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Overview
Physics for Game Programmers shows you how to infuse compelling and realistic action into game programming even if you dont have a college-level physics background! Author Grant Palmer covers basic physics and mathematical models and then shows how to implement them, to simulate motion and behavior of cars, planes, projectiles, rockets, and boats.
This book is neither code heavy nor language specific, and all chapters include unique, challenging exercises for you to solve. This unique book also includes historical footnotes and interesting trivia. You’ll enjoy the conversational tone, and rest assured: all physics jargon will be properly explained.
Synopsis
First, you can get the source code directly from Apress' website. Second...the implementations are in simple terms. Third...(Grant Palmer's) book is full of trivia about physics that are just plain fun to read.
— InkBlog: The Random Musings of David Weller
As far as the style of the book goes, I think that's actually where it really shines. The author has a way of explaining things that's thorough without being verbose.
— Craig Andera, Pluralsight
Physics for Game Programmers shows you how to infuse compelling and realistic action into game programmingeven if you dont have a college-level physics background! Author Grant Palmer covers basic physics and mathematical models and then shows how to implement them, to simulate motion and behavior of cars, planes, projectiles, rockets, and boats.
This book is neither code heavy nor language specific, and all chapters include unique, challenging exercises for you to solve. This unique book also includes historical footnotes and interesting trivia. Youll enjoy the conversational tone, and rest assured: all physics jargon will be properly explained.
Editorials
From Barnes & Noble
The Barnes & Noble ReviewGreat graphics aren’t enough: Highly realistic games follow the rules the world actually operates on. Those rules are called physics. But you don’t need to be Einstein to create realistic collisions and weapon fire. You just need this book.
In Part I, Grant Palmer covers all the physics you’ll need: basic Newtonian mechanics, kinematics, projectiles, gravity, aerodynamic drag, wind and spin effects, and so forth. (Relax: if you remember your high school algebra and trig, you should be fine.)
Next, you’ll put the physics to work: in sports simulations, cars, motorcycles, boats, airplanes, rockets, missiles, ballistic impacts, explosions, lasers, and more. There’s even a concise introduction to probability in game programming. Along the way, Palmer presents plenty of sample Java code; you can find C or C# equivalents on the book’s web site. Bill Camarda, from the July 2005 Read Only