Galileo, Newton, and their descendants toiled their lives away so that you could create incredibly realistic computer games, sims, and animations. Don't waste their life's work: Use it in your games, with Physics for Game Developers.
Imagine you're writing the next great baseball simulation: Here are principles for modeling every pitch, based on the release speed, spin, even whether you're playing at sea level or up high at Coors Field. Your next first-person-shooter could reflect the realities of long-distance marksmanship (e.g., wind speed and muzzle velocity.) Planets. Race cars. Missiles. You want to make them realistic, what are you gonna use -- astrology? Nope. The physics in this book.
Author David Bourg starts with a basic primer on "mechanics": kinematics, force, kinetics, and other areas of physics that impact game design. You'll walk through applying these ideas to typical game design problems; then build real-time simulations -- learning what to model, what to leave out; how to create the model; how to account for collisions; how to tune your model, and more. Bourg does this stuff for a living (modeling real-world hovercraft performance, for example). Folks could die if he gets it wrong. He's the guy to learn it from. (Bill Camarda)
Bill Camarda is a consultant, writer, and web/multimedia content developer with nearly 20 years' experience in helping technology companies deploy and market advanced software, computing, and networking products and services. He served for nearly ten years as vice president of a New Jerseybased marketing company, where he supervised a wide range of graphics and web design projects. His 15 books include Special Edition Using Word 2000 and Upgrading & Fixing Networks For Dummies®, Second Edition.