CDN$ 59.95
Temporarily out of stock.
Order now and we'll deliver when available. We'll e-mail you with an estimated delivery date as soon as we have more information. Your account will only be charged when we ship the item.
Ships from and sold by Amazon.ca.
Gift-wrap available.
Quantity:1
Add to Cart
Have one to sell?
Flip to back Flip to front
Listen Playing... Paused   You're listening to a sample of the Audible audio edition.
Learn more
See all 2 images

Physics for Game Developers Paperback – Nov 23 2001


Amazon Price New from Used from
Paperback
"Please retry"
CDN$ 59.95
CDN$ 25.50 CDN$ 0.23

Join Amazon Student in Canada



Customers Who Bought This Item Also Bought

NO_CONTENT_IN_FEATURE

Product Details

  • Paperback: 344 pages
  • Publisher: O'Reilly Media; 1 edition (Nov. 23 2001)
  • Language: English
  • ISBN-10: 0596000065
  • ISBN-13: 978-0596000066
  • Product Dimensions: 2 x 17.8 x 22.9 cm
  • Shipping Weight: 680 g
  • Average Customer Review: 3.7 out of 5 stars  See all reviews (20 customer reviews)
  • Amazon Bestsellers Rank: #351,140 in Books (See Top 100 in Books)
  • See Complete Table of Contents


Inside This Book (Learn More)
Browse Sample Pages
Front Cover | Copyright | Table of Contents | Excerpt | Index | Back Cover
Search inside this book:

Customer Reviews

3.7 out of 5 stars
Share your thoughts with other customers

Most helpful customer reviews

Format: Paperback
While the book has some value (primarily owing to its choice of topic and introductory level), the impact it might have is greatly reduced by its examples reliance on non-metric units -- and a variety of dissimilar choices at that. It makes as much sense as using EBCDIC in your examples in a work on text processing. The result is that the examples suffer a loss of literal value if you wanted to quickly transplant them into a project that has the good sense to use metric measures to avoid confusion over unit conversions.
Secondly, the code examples are sparsely documented. This causes trouble if one wants to transcode one into another language (as I did in taking the flag simulation to Java). One is reduced to blinking and trying to figure out whether the first or second dimension of an array in the author's example corresponds to the flag's height along the pole or its "fly". He's presented a lot in this code, and there are so few comments in it to clarify the arbitrary choices within that a great benefit would have been realized had he added a few. Even had they been taken from the text of the chapter, they would have produced a more valuable result.
I would love to see Mr Bourg attempt a second edition that attended to some of these needless editorial choices.
Was this review helpful to you? Yes No Sending feedback...
Thank you for your feedback. If this review is inappropriate, please let us know.
Sorry, we failed to record your vote. Please try again.
By A Customer on Jan. 5 2004
Format: Paperback
For really, really small objects, Newton's laws of motion don't apply (that's why we have Quantum mechanics and the like.) For everything else, we follow Sir Issac. If you're a game developer, you'll need more than a rudimentary understanding of physics if your aim is realism. David M. Bourg's most recent book covers the theory you'll need to polish your game while keeping it "real."
Inside the covers, you'll discover a review of Newton's laws accompanied by a hearty dose of explanatory graphics. Warning: as a prerequisite, he assumes solid math and basic intro college physics skills. Next, he segues into Kinematics, you know, the underlying mechanics of motion of objects.) He teaches linear and angular displacement, velocity and acceleration. Don't worry, it's not all equations and graphs, he includes helpful sample code (in C) too.
The final chapters cover advanced topics like 3D rigid body simulators and rotations, collision response and particle systems. Before you reach those chapters however, Bourg covers specific examples for projectiles, aircraft, ships, hovercraft and cars.
With the advancement in speed and power of today's microcomputers, achieving reality in games is certainly possible. Bourg's book helps you achieve that without having to spend days in the library pouring over college physics texts. This book is a sound physics review and very well written for the gaming professional.
Was this review helpful to you? Yes No Sending feedback...
Thank you for your feedback. If this review is inappropriate, please let us know.
Sorry, we failed to record your vote. Please try again.
Format: Paperback
Even if you haven't taken physics, this does give you a nice overview of the science. Everything is covered with the idea that it can be used in games. Naturally there is math involved, but nothing overwhelming. Overall, I found that this can be pretty helpful as a side reference, but it doesn't offer anything ground breaking. Naturally, there isn't much in physics that you can't learn from school...but a lot of people have problems learning physics from school anyway.
Was this review helpful to you? Yes No Sending feedback...
Thank you for your feedback. If this review is inappropriate, please let us know.
Sorry, we failed to record your vote. Please try again.
Format: Paperback
If you're a Computer Science major you most likely were forced feed physics in college, and totally forgot about now days. Basically this book gets the rust off your math and physics gears and provides a great deal of formulas for many vehicle models. This book is great for programmers tackling real physics for game engines and simulation models. When I was working on an aircraft lift model this book cut my development time in half, it feed me formulas, examples and code. It saved me time in researching and allowed me to have more time to program and design.
Basically if you look at this book as a reference guide for physics this book is prefect. It's a great resource to have in an engine programmer's library.
Was this review helpful to you? Yes No Sending feedback...
Thank you for your feedback. If this review is inappropriate, please let us know.
Sorry, we failed to record your vote. Please try again.
Format: Paperback
While I did find this book informative, I must warn potential readers that very advanced math is required to make any sense at all of this book. I'm not talking matrices and trig, here, folks. This book assumes knowledge of Integral calculus and differential equations. My integral calculus is rusty, having never used it since college, and I never did take differential equations. Luckily, I used my trusty college calculus book to review so that I could interpret this book. I have read dozens of books on 3D graphics and game design, including Math of Game Programmers, and this book is the most mathematically involved.
Was this review helpful to you? Yes No Sending feedback...
Thank you for your feedback. If this review is inappropriate, please let us know.
Sorry, we failed to record your vote. Please try again.
Format: Paperback
I've been trying for over an hour to get the flight simulator sample provided with this book to do anything remotely realistic; so far, no dice (unless you consider weird wobbles, wild oscillation and almost immediate stalling a good thing.) If the author's example doesn't demonstrate a realistic flight model, how is an ignorant sap like me supposed to develop one?
Was this review helpful to you? Yes No Sending feedback...
Thank you for your feedback. If this review is inappropriate, please let us know.
Sorry, we failed to record your vote. Please try again.
By Lascivious Embryon on Sept. 4 2002
Format: Paperback
This book is impressive, close every other book!!
All physics formulas and theory that a software engineer developing games or simulators ought to know. However, if you don't have a good math background then you're probably better off buying another more comprehensive book.
Was this review helpful to you? Yes No Sending feedback...
Thank you for your feedback. If this review is inappropriate, please let us know.
Sorry, we failed to record your vote. Please try again.

Product Images from Customers

Search


Feedback