- Taschenbuch: 472 Seiten
- Verlag: Apress; Auflage: 1st ed. (4. Mai 2009)
- Sprache: Englisch
- ISBN-10: 159059472X
- ISBN-13: 978-1590594728
- Größe und/oder Gewicht: 21,6 x 2,7 x 27,9 cm
- Durchschnittliche Kundenbewertung: 1 Kundenrezension
- Amazon Bestseller-Rang: Nr. 434.369 in Fremdsprachige Bücher (Siehe Top 100 in Fremdsprachige Bücher)
- Komplettes Inhaltsverzeichnis ansehen
Physics For Game Programmers (Englisch) Taschenbuch – 4. Mai 2009
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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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The author takes the time to cover sports, aircraft, collisions, explosions, cars, motorcycles, and more (FYI, the treatment on motorcycles is very light - just a few pages). There are also chapters on general physical principles such as force, acceleration, mass, power, work, torque, and moment.
The beginning of the book is a great overview with a gentle learning curve of general mechanics. On page 56, that curve is sharply severed in a discrete jump into writing an abstract class and concrete class for a higher order ODE solver (Runge-Kutta 4th order to be specific). Differential equations is a complex topic. Coverage is poor and illustrations are lacking. I was hoping to see good coverage and illustrations on ordinary differential equations and their applicability to games in this book but the content and illustrations are lacking.
While I have written plenty of Java (and from a design perspective I'd argue it's better put together than C++), it is not the language of game programmers. It's an easy enough read to translate to C, C#, C++, or Objective-C but why have to ? Makes no sense to write a book like this and include Java examples in the text. This appears to be author bias and not based in reality. No big game titles on any platform that I know of are written in Java. If there are, they are extremely outnumbered by C based games.
Will write more when I've read more.
What I found most interesting about this text was the explanations of certain aspects of physics that I had not seen covered before. I have already read about 3 or 4 different books all on game physics, and I was expecting this title to be more of a refresher than anything. However, I was surprised to find a lot of things I didn't know about. In particular, the coverage of drag forces was extremely detailed including things like turbulent and laminar flow and the Reynolds number. Some of the topics covered include: Newtonian mechanics, kinematics, projectiles, collisions, sports simulation (golf, soccer, basketball), cars and motorcycles, boats, airplanes, rockets and missiles, explosions, and lasers. Quite a lot in a little under 500 pages.
There is certainly a breadth of knowledge living inside this book. It was undeniably an interesting read, and I felt like I learned a decent amount. However, I am not sure it really got me any closer to building the physics engine I have set out to create. Let me explain. While there are equations listed in the text, and some example code is given, it is mostly used to support the 2D sample applications. I am not sure there is much I could just pull from the book an paste into a 3D engine. The concepts are sound, and it wouldn’t be a huge stretch to make it work, it’s just not spelled out for you. To be fair, some topics are explained well, like his discussion on differential equations and drag forces among other things.
My main gripe with the book is that it did not really try to explain rigid-body dynamics at all. There are some interesting things talked about, like sports and boats and planes and all that. And certainly there are probably a ton of sports games and simulators that would benefit from that focus. For my purposes, I was looking more for a rigid or soft body solver, and how bodies can interact with each other. Unfortunately, that was not discussed at all.
It’s not that I want to get down on Physics for Game Programmers, and I think Grant Palmer did a great job within the scope of what he was trying to do. The book was entertaining and relevant, it just wasn’t a one-stop-shop for all your physics needs. However, it does cover some basic things well, and includes topics not even touched by some of the other books I’ve read. That alone would make it worth reading, just set your expectations correctly. Once you are ready to make an actual implementation, you will likely need to seek other books or papers. But I guess it is almost always the case as one book can rarely impart all the knowledge you need in any given topic. To sum up: I liked it but wanted more.
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.
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