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Physics For Game Programmers [Englisch] [Taschenbuch]

Grant Palmer
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4. Mai 2009 159059472X 978-1590594728 2005
*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.

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  • Taschenbuch: 472 Seiten
  • Verlag: Apress; Auflage: 2005 (4. Mai 2009)
  • Sprache: Englisch
  • ISBN-10: 159059472X
  • ISBN-13: 978-1590594728
  • Größe und/oder Gewicht: 2,5 x 18,5 x 22,9 cm
  • Durchschnittliche Kundenbewertung: 1.0 von 5 Sternen  Alle Rezensionen anzeigen (1 Kundenrezension)
  • Amazon Bestseller-Rang: Nr. 358.746 in Fremdsprachige Bücher (Siehe Top 100 in Fremdsprachige Bücher)
  • Komplettes Inhaltsverzeichnis ansehen

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Physics for Game Programmers shows you how to infuse compelling and realistic action into game programming--even if you don't 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.

Über den Autor und weitere Mitwirkende

Grant Palmer is the author of the acclaimed Java Programmer's Reference and is a recognized expert in both the C# and Java languages. Grant has worked as a scientific programmer in the Space Technology Division at NASA's Ames Research Center for the past 20 years. This has involved working with Java since 1996, developing programs for scientific applications as well as converting older FORTRAN and C applications to the Java and C# platforms.

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1 von 4 Kunden fanden die folgende Rezension hilfreich
1.0 von 5 Sternen Absolutely worthless 10. Februar 2010
Von Dr. Pinky
Format:Taschenbuch|Verifizierter Kauf
This book is totally worthless. It is a chaotic
collection of various physic topics put together to fill the pages.
Nothing a basic physics book can't teach better.
War diese Rezension für Sie hilfreich?
Die hilfreichsten Kundenrezensionen auf (beta) 4.0 von 5 Sternen  14 Rezensionen
33 von 34 Kunden fanden die folgende Rezension hilfreich
4.0 von 5 Sternen More of an engineer's viewpoint of game physics 22. Februar 2006
Von calvinnme - Veröffentlicht auf
Format:Taschenbuch|Verifizierter Kauf
The book is divided roughly into two parts. The first part deals with general physical concepts, such as object collision, the equations governing projectiles, and a general review of Newtonian physics. One of the more interesting topics in this section of the book was the aerodynamic effect of spin on projectiles.

The second part of the book is about applied game physics. There are chapters on things like how to model cars, boats, airplanes and projectiles, using the principles outlined in the first part of the book, which is pretty much the same approach taken in David Bourg's book on the same subject, "Physics for Game Developers". There is extra material here though, that is not mentioned in Bourg's book such as the presentation of damage models for armored vehicles, an entire chapter dedicated to the physics of lasers, plus a chapter on sports simulation that includes such things as modeling a golf game.

The style of the book is thorough yet not verbose. Thus the book is only 400 pages versus the hefty size of David Eberly's weighty tome on the subject. There are a couple of places where I might have liked to see a bit more treatment of a particular subject. For instance, the author punts on the topic of 3D collisions of rotating objects. Still, there's enough related material included that I could likely work it out from what was presented.

Like Bourg's game physics book, this is more a book about physics and simulation than about game programming. The examples shown are simple demo programs, because the purpose is to give you the idea of how to code this material, not present a full-blown application. The source code presented in the book is in Java, and can be downloaded from the book website at Apress.

I would say overall this book is on par with David Bourg's book on the subject, and chances are if you are really planning to get into game physics it wouldn't hurt to own both books. I liked this book better than Bourg's because the author covered more topics and his code is Java based as opposed to Bourg's more Windows-centric solutions. However, Bourg's book is better at staying on topic, is better organized, and does not have the extraneous information on such things as the history of the devices being modeled as this book has. The table of contents is as follows:

1. Adding Realism to Your Games

2. Some Basic Concepts

3. Basic Newtonian Mechanics

4. Basic Kinematics

5. Projectiles

6. Collisions

7. Sports Simulations

8. Cars and Motorcycles

9. Boats and Things That Float

10. Airplanes

11. Rockets and Missiles

12. The Physics of Solids

13. Explosions

14. Lasers

15. Probabilistic and Monte Carlo Simulations
24 von 27 Kunden fanden die folgende Rezension hilfreich
4.0 von 5 Sternen simple physics 20. Mai 2005
Von W Boudville - Veröffentlicht auf
The level of physics here is around a typical first year undergraduate physics course. Concentrating on kinematics. Unsurprisingly, because most videogames depict things in motion. Hence, if you've already had that amount of physics, you are in good shape for the book. You can now focus on the coding aspects.

The entire book is about simulations. The code isn't that difficult to grasp. Perhaps the hardest aspect to some readers will be reconciling the two mindsets. How do you map from a set of physics equations to a computational representation?

The book also slides into object oriented programming. Useful if you are new to this idea. The simulations of various bodies lends to a very natural projection of a code object (a "class") onto a physical object that it simulates. Good pedagogy.
11 von 12 Kunden fanden die folgende Rezension hilfreich
5.0 von 5 Sternen This book rocks 6. März 2006
Von Tyler Kirby - Veröffentlicht auf
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.
5 von 5 Kunden fanden die folgende Rezension hilfreich
5.0 von 5 Sternen Excellent Beginner's Book 8. Mai 2008
Von Anthony H. Obryan - Veröffentlicht auf
Format:Taschenbuch|Verifizierter Kauf
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, and presenting the material in plain language along with the equations. You would likely have to spend many times this book's cover price, and spend many time the hours weeding out the nonsense. Grant strikes an excellent balance between mathematical correctness and easy reading.

Do yourself a favor, and save a spot on your bookshelf for this title. It's easily worth twice its asking price, and I'm ecstatic at this book's great bang for the buck.
9 von 11 Kunden fanden die folgende Rezension hilfreich
5.0 von 5 Sternen Awesome book for game physics 27. Oktober 2005
Von Thinh_Man - Veröffentlicht auf
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 to search around for the missing pieces. This book gives you all the information you need to write realistic game programs. It's also packed full of interesting historical trivia.
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