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Physics Modeling for Game Programmers by David Conger β€” book cover
Physics - General & Miscellaneous, Graphics Programming, Game Programming, Computer Graphics - General & Miscellaneous

Physics Modeling for Game Programmers

by David Conger, Andre LaMothe
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Overview

Programmers who want to include 3D math and physics in a game have to wade through physics textbooks and dreary tomes on linear algebra and group theory, only to find that the material is too abstract to be used directly in their games. This book gives readers the skills they want and need to incorporate real physics into their games. As they work through the book, they will constantly develop tools, demos, and working games. The highly graphical demos ensure that instead of just reading about how to calculate the trajectory of a projectile, the reader will actually see a canon firing rounds toward the front lines. From the successful Game Development series, this book thoroughly addresses the specific needs of game developers.

Synopsis

Physics Modeling for Game Programmers gives you the skills you want and need to incorporate real physics into your games. Work your way through the development of tools, demos, and working games. This truly interactive guide ensures that you won't just read about how to calculate the trajectory of a projectile, you will actually see a canon firing rounds toward the front lines. Filled with illustrations and fun, visual examples, this book will help you produce stunning results.


Features

  • Physics Modeling for Game Programmers demystifies the variety of physical models on the forefront of the next major revolution in game development that will add photo-realism to their games: sound, wave motion, light, fluids, fabrics, and solids.
  • The book covers high level material while making it accessible to a wide range of readers. Each subject covered includes illustrations and fun, visual examples. The code is simple and comprehensible, but the effects it produces are stunning.
  • The material in this book is accessible to beginning programmers, but helpful even to professionals who understand programming, but not the physics.

    About the Author
    J. Robert Ellis holds degrees in Math and Physics with Astrophysics. He has worked on numerous computational physics models including the weather over the Pacific Ocean, the distribution of gas in the local interstellar medium, and light sails driven by Earthbound lasers. He began learning programming in 1986 on a Commodore 64. He lives in Santa Cruz, California.

  • About the Author, David Conger

    David Conger is a former professor of Computer Science and Business Computer Programming at Alburquerque Technical-Vocational Institute of Alburquerque,
    New Mexico. As a Software Engineer, he wrote firmware for parallel processing real time graphics display controllers used on military aircraft (specifically the F15E
    fighter and OH58D helicopter). In addition, he wrote PC games for American Laser Games, Her Interactive, and Microsoft Corporation.

    David's writing career began as a supplement to his software development career. His first book, published in 1987, was a collection of folktales from India and the Far East retold in English for Western children. Since that time, he has authored five books about computers, including Fundamentals of Microcomputers for Technology Students (Prentice Hall; 0132170191), C++ Software Development for Technology Students (Prentice Hall, 0133701808), Software Development in C: A Practical Approach to Programming and Design (Prentice Hall, 0133701727), The Complete Idiot's Guide to C# Programming (Alpha Books, 002864378X), and Remoting with C# and .NET: Remote Objects for Distributed Applications (John Wiley & Sons, 047127352X).

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    Book Details

    Published
    August 1, 2004
    Publisher
    Cengage Learning
    Pages
    513
    Format
    Paperback
    ISBN
    9781592000937

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