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3.7 out of 5 stars
3.7 out of 5 stars
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Showing 1-6 of 6 reviews(4 star). Show all reviews
on April 5, 2002
This book provides a good starting point for anyone looking to introduce more realistic physics into their game. It provides an overview of the laws of mechanics, focusing on rigid body and particle dynamics. It then takes these principles and applies them to specific simulations which often come up in games, such as projectiles, cars, airplanes, and hovercraft. The math is simplified, so the results are not always completely accurate, but they should be good enough for many games.
The book does have several shortcomings which prevent it from being a great book, the most important of which is that the content is fairly limited. It's less than 300 pages, and a significant amount of space (especially in the later chapters) is taken by source code listings. Of course, this is somewhat offset by the book's relatively low price.
If you buy this expecting it to be the ultimate guide to physics in games, you'll be disappointed. However, if you buy it as an introduction to physics in games (which how it's intended to be used), I think you'll be happy with it.
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on December 21, 2001
If you're a physicist or aspiring to be one, then this book is not for you. If you are a game programmer then get it. The book cuts right to the chase and specifically focuses on rigid body mechanics, which is what you need to know in order to write realtime simulations for games, without pontificating on too much theoretical stuff.
The book reads easily and all the example code is well documented. While the examples use Windows Direct3D, all the physics/simulation code is separate from the GUI code so it's easy to follow.
I'd have given this book 5 stars instead of 4 if it weren't for two things:
1) the example code uses Windows (I'm a Mac developer and would, of course, rather see Mac examples); however, like I said, the physics part of the code is standard (c++).
2) the chapters are ordered strangely. I suggest you read the first few chapters (1 - 5) and then skip right to chapters 11-17 to get into the realtime sim. examples. The other chapters are interesting, but can wait until after you've finished chapters 11 - 17.
Maybe a future edition will include Mac examples and reorgainze the chapters, but, all in all, this is a good book.
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on June 25, 2003
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.
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on March 25, 2002
"Physics for Game Developers" is a fun-filled adventure through
the how-to's of simulating the relationships of everyday objects
in mathematical terms, including projectiles, balls, cars, boats,
planes, and hovercraft. David Bourg does an excellent job in
laying down a solid framework of building blocks, from the 2- and
3-d coordinate system to Newton's Second Law of Motion, to give
the reader a sound foundation to properly construct their universe
inside the computer. I highly recommend "Physics for Game
Developers" to anyone who needs to portray real things in an
often unreal place
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on December 6, 2001
David gives an overview to basic physical and numerical principles and than describes the forces occuring in a couple of typical systems: projectiles, planes, ships, hovercrafts, cars. After that some issues on collision detection, integration and many-body-system are discussed.
The overall mathematical level is 'easy'.
David does not dig deeper into mechanics than it is necessary for a game.
The book is usefull for a beginner but also deserves the 'knowing' as a good cookbook for the games-level.
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on July 24, 2003
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.
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