Game Physics Engine Development (morgan Kaufmann Series In Interactive 3d Technology)
by Ian Millington /
2007 / English / PDF
32.7 MB Download
Simulating physics helps cutting-edge games distinguish themselves
by making virtual objects behave as we expect them to in the real
world. Physics engines are the software programs that run these
simulations. Building an engine is difficult, however. There are a
large number of new developers (and hobbyists) coming into this
market who need help through this complex process. Current
introductory books are inadequate; they don't bring enough
real-world programming experience to the task. There is a need for
an introductory book on game physics with solid coding guidance but
which limits the math content. Ian Millington brings his extensive
professional programming experience to this problem. He has
developed games since 1987, has studied AI and mathematics at the
PhD level, and founded Mindlathe Ltd., a company that designed and
built commercial physics engines. Physics Engine Development
carefully describes each step in the creation of a robust, usable
physics engine. It introduces the mathematical concepts in a clear
and simple manner, keeping to high school level topics and building
a physics code library as it goes. Each new concept is explained in
diagrams and code to make sure that even the most novice of game
programmers understands. The companion CD-ROM includes the source
code for a complete physics engine of commercial quality. This book
will serve as a introduction to more mathematically advanced books
on game physics, such as Dave Eberly's Game Physics.
Simulating physics helps cutting-edge games distinguish themselves
by making virtual objects behave as we expect them to in the real
world. Physics engines are the software programs that run these
simulations. Building an engine is difficult, however. There are a
large number of new developers (and hobbyists) coming into this
market who need help through this complex process. Current
introductory books are inadequate; they don't bring enough
real-world programming experience to the task. There is a need for
an introductory book on game physics with solid coding guidance but
which limits the math content. Ian Millington brings his extensive
professional programming experience to this problem. He has
developed games since 1987, has studied AI and mathematics at the
PhD level, and founded Mindlathe Ltd., a company that designed and
built commercial physics engines. Physics Engine Development
carefully describes each step in the creation of a robust, usable
physics engine. It introduces the mathematical concepts in a clear
and simple manner, keeping to high school level topics and building
a physics code library as it goes. Each new concept is explained in
diagrams and code to make sure that even the most novice of game
programmers understands. The companion CD-ROM includes the source
code for a complete physics engine of commercial quality. This book
will serve as a introduction to more mathematically advanced books
on game physics, such as Dave Eberly's Game Physics.