Physics for Game Programmers / Edition 1

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Physics for Game Programmers shows you how to infuse compelling and realistic action into game programming even if you dont 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.

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Editorial Reviews

From Barnes & Noble
The Barnes & Noble Review
Great graphics aren’t enough: Highly realistic games follow the rules the world actually operates on. Those rules are called physics. But you don’t need to be Einstein to create realistic collisions and weapon fire. You just need this book.

In Part I, Grant Palmer covers all the physics you’ll need: basic Newtonian mechanics, kinematics, projectiles, gravity, aerodynamic drag, wind and spin effects, and so forth. (Relax: if you remember your high school algebra and trig, you should be fine.)

Next, you’ll put the physics to work: in sports simulations, cars, motorcycles, boats, airplanes, rockets, missiles, ballistic impacts, explosions, lasers, and more. There’s even a concise introduction to probability in game programming. Along the way, Palmer presents plenty of sample Java code; you can find C or C# equivalents on the book’s web site. Bill Camarda, from the July 2005 Read Only

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Product Details

  • ISBN-13: 9781590594728
  • Publisher: Apress
  • Publication date: 4/20/2005
  • Series: Books for Professionals by Professionals
  • Edition number: 1
  • Pages: 472
  • Sales rank: 1,331,032
  • Product dimensions: 0.96 (w) x 9.25 (h) x 7.50 (d)

Meet the Author

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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Customer Reviews

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Sort by: Showing 1 Customer Reviews
  • Anonymous

    Posted May 20, 2005

    simple physics

    The level of physics here is around a typical first year undergraduate physics course. Concentrating on kinematics. Unsurprisingly, because most videogames depict things in motion. Hence, if you've already had that amount of physics, you are in good shape for the book. You can now focus on the coding aspects. The entire book is about simulations. The code isn't that difficult to grasp. Perhaps the hardest aspect to some readers will be reconciling the two mindsets. How do you map from a set of physics equations to a computational representation? The book also slides into object oriented programming. Useful if you are new to this idea. The simulations of various bodies lends to a very natural projection of a code object (a 'class') onto a physical object that it simulates. Good pedagogy.

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